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Showing posts from 2018

A Small Look at Constructor Data-member Evaluation Order (C++)

I have a habbit of regularly going back to basics and doing a form of high-speed review of whatever in relation to general programming. I tend to forget small details, but if left for too long, these items add up and people can end up subconsiously forgetting entire topics and/or functionalities. One interesting thing that may be a small and rather overlooked feature of C++ would be the way the constructor, or rather the compiler would package data memebers of a constructor in the order the class member variables are listed. Ctor::Ctor( GameType& gtRef ) : randomizer( rand() ), gameObj0(x(randomizer), y(randomizer)), gameObj1(x(randomizer), y(randomizer)) { flag = false; }  In the above example, everything seems fine, however in the class body, there was something wrong when debugging the issue. private: MainWindow& wnd; Graphics gfx; // Game Objects GameObject gameObj0; GameObject

Maybe...

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upgrading wasn't such a great idea... Oh well. Small problems we all live with.

An Update to Personal Projects

An Update to Personal Projects Due to stagnation, I hadn't updated my blog, but I'd still want to document new changes I've been making that would be considered major in my view. The most major changes come to my OGL1 and SDL1.2 projects, though after a while I'd want to migrate this whole framework to OG4.4 and SDL2.+ to not only deflate the rather large size of the project (currently at over 1GB), but to also update the toolset used to something like VS141. https://github.com/AmiraliMohayaee/amir-3d-engine I'm fairly proud of this whole bloated framework, not because of the size, but the amount of work I generally put into it. I'll be hopefully making major changes to my DX11 project in the future. My future focus will be on Unreal and Unity.