So you want to write this? struct MainMenu : MyDllInterface { virtual bool aFunction(); }; struct…
// the interface will look something like this: struct MyDllInterface { virtual bool aFunction(…
If I expose a function returning a bool it will return a bool. If I call a function returning a fl…
Just call the function directly, so 1 line.
I wrote 10 lines to call 3 different functions (counting also empty lines). How many lines of cod…
And how you imagine using such functions with different return types? WhatTypeIuseHere? result = …
Basically there is far less code involved if you use a virtual interface.
..and your functions can all have different return values. The entire function signature can be di…
So are functions in OP question.
Well for one thing, your functions can all have different parameter lists. From a code stand point…
How using C++ with virtual interface is simpler than regular C functions? SceneFun* SceneFunction…
If you are prepared to use a little C++ this can be a lot simpler. Create a pure virtual interface…
Thanks for your answer, luckily I have the code, so when you showed the audio stuff I can run from…
If code verbosity is what you are worried about, pull the switch statement out into its own functi…
Well, it's just 1 line of code regardless of how many possible scenes you have. A switch statement…
Because there is so much to cover making a whole game from scratch, I had to keep the scope reason…
OK, so next obligatory question: what makes it "simpler" to use function pointers instead of using…
Hi Casey, They're different "update and render" functions for the different "scenes" in the game. …
So, mandatory first question here: what do you mean by "fixing function pointers after a DLL reloa…
Unfortunately v2/v3/v4 are actually not as optimize-able on SSE as one might want, because SSE is …
Mostly what I'd say about this is that I'm the wrong one to ask :( I don't really know very much …
If operations you are performing on vX are done in a loop, then yes it makes sense to optimize wit…
Would it pay to optimise the v2, v3 & v4 etc math to run with SSE? Also there are several places w…
Den V —
Thank you for your answers. I will check those links out.
Mox —
Yeah, I know, throwing cycles away isn't my hobby either. But I was merely thinking theoretically.…
I think you may be right, but don't know, for sure. Anyways, I found the material in this link pre…
Mox —
Hi, I was wondering how premultiplied alpha and gamma work together. Particularly if the alpha mig…
The former, like Casey did with the ground chunks. He used precreated images, so for the backgroun…
Are you talking about procedurally/randomly mixing complete sounds to create music, or completely …
I don't know how it chooses that, but you can always see what other threads are doing by double cl…