I feel I should make posts with content, but it's been a while ... so here's a content light post just letting you know what's going on.
Working on coursework for my Game Programming Masters. In C++. The main thing I've learnt is how to use a profiler correctly, I wrote a particle system from scratch in an afternoon. It makes me wonder if I could oragnise my time this well independently. Currently I'm making render to texture work. It's not hard because there's a library that pretty much handles all the low level stuff for us.
I'm still working on Einfall albeit slower than ever. I think I managed a checkin every two weeks. All my time is spent working on this coursework as the deadline looms closer and closer. I still think it's better to use C# (especially if mono's any good now) for general game development. C++ became a little nicer to program in once I got a memory checker. But there are way way too many "undefined" areas in the language. And stuff in the language that's absolutely pointless - private inheritance?
Anyway enough words - pictures!
Also I'd love a decent unit testing framework. They all tend to suck and require a scripting language - basically because C++ doesn't have any real reflection stuff.
2 comments:
Have to say that pic looks nice.
Saying it's better to write games in C# is quite wrong I think... C++ is much faster than C#, and games are rather performance intensive applications.
Sure, it's probably faster and easier to develop working code in C#.
Maybe, I'm curious to see what will happen with all these new multicore architectures arriving. I wonder if C++ will still be able to cope, or there'll be a move to additional languages?
Next semester is multi-core programming, I'm sure all that debugging will be fun :D
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