Monthly Archives: September 2009

Not so easy

Turns out the segfaults were due to some crazy pointer action that I had accedentally introduced while I was trying to get the code compiling. However having fixed some of those problems has led to a bunch more.

Having paid more attention to the discussion arround the articals I was using, I now see that they are really designed to be a set of ideas, rather then a final implementation. Since my code now locks up my PC rather then segfualting, I feel it would be good to use what I’ve learnt and rewrite my own engine code using (some of) the techniques described. [Read: Throw it all away and start again] Really all I need help with is a solid memory management system, and I suspect other people have solve that particaular C++ challange many times before.

The hunt is on for new information, and engine 0.2 will rise from the ashes.

I understand Boost is a pretty common set of librarys for C++ can contains some smart pointer code at least.

Meanwhile I have been distracted writing python for my flatmates assignment.

Segfaults

So I have to get a game engine going, seems like a pretty fundamental step. Having never written anything like a sensible game engine (more then just a while loop), and not having used C++ in years, I’ve been using lots of the stuff in this tutorial on gamedev as a starting point. Yesterday I spent a few hours tailoring it to my needs, and getting it to compile (my C++ is a bit rusty). In the end I got it compiling, but it segfaults before it even kicks into the main method, so I’m not too sure how to sort this out. Guess I’ll have to take the engine apart a bit more and figure out where its all going wrong.

Yet another

Yet another blog blips into existence. To be honest I don’t expect anyone to read it, I just figure its a worthwhile way to document my latest coding projects. This whole wordpress thing is quite fun, although the whole application seems to imply that people using it have lots to say, which certainly isn’t true in my case.