This last week, I spent a couple days converting all of the uses of NULL in Sauce to nullptr. As such, I wanted to take this opportunity to jot down some notes on what the differences are and why I believe that it is worth your time to convert your own code to use nullptr … Continue reading NullptrRead more →
For the most part, I really like the C++ language. That said, I also have a small list of things that I wish had been done differently. For years, enumerations have been at the top of that list. Enums have a couple of distinct problems that make them troublesome, and while there are techniques to … Continue reading Scoped EnumsRead more →
I just finished a complete overhaul of our User Interface system. This is a big deal because the Interface library has been an integral component in our engine, not to mention the fact that it was the product of many months of work. Now that the redesign is complete, I wanted to take this opportunity … Continue reading UI 2.0Read more →
Early last month, I set out to add support for JSON into our game engine. To my surprise, it turned out to be a fun and rewarding adventure. JSON is a very nice format that is fairly easy to parse. Its feature set is small and well defined, including: explicit values for null, true, and … Continue reading JSONRead more →
We use Streams as our main abstraction for data that flows in and out of the engine.Read more →
Assert is one of the most important, indispensable, underused devices in a programmer’s toolkit.
One thing that I’ve found is that I can’t live without is the assert mechanism. In fact, it’s the first thing I wrote in my home codebase… so I’ve decided to compile a centralized synopsis to help give readers a detailed overview.Read more →