Category Archives: Code

Procedurally Distributing Game Objects

I was discussing procedural content with someone last week and I was reminded of some research into space filling distributions and their use in games. One interesting procedure that I’ve run across is called the Halton Sequence, and it has … Continue reading

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Working with C++0X/C++11: Lambdas – part 4 – using closures

In my last C++11 blog I talked about creating functions that takes a storage location by reference and return a function that takes a string input, parses it and stores the resulting value into the storage location. So we’re creating … Continue reading

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Working with C++0X/C++11: Lambdas – part 3 – introducing closures

Closure In computer science, a closure (also lexical closure, function closure, function value or functional value) is a function together with a referencing environment for the non-local variables of that function. A closure allows a function to access variables outside … Continue reading

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Working with C++0X/C++11: Lambdas – part 2 – Scope Capture

Since a lambda is a local function defined with a scope (i.e. inside another function) it can have access to the same variables that are in that scope. This is where the capture-mode comes in. (Perversely, this prevents lambdas from … Continue reading

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Working with C++0x/C++11: Lambdas – part 1- Syntax

Lambdas are new to C++0x and if you are familiar with functors then you already have a good idea of how lambdas can be used. Where lambdas really become useful (in my opinion) are allowing you to encapsulate behavior (as … Continue reading

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Working with C++0x/C++11: nullptr and nullptr_t

One my pet peeves with C/C++ are null pointers – specifically not having a good way of specifying a special pointer value that means “invalid pointer”. C (and C++) have a preprocessor macro NULL, which in C expands to either … Continue reading

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Working with C++0x/C++11: static_assert and decltype

I have been writing a lot of code the last few months, and I’ve had a chance to play with some of the new C++0x features. It’s really the first time in many years that there’s been a significant improvement … Continue reading

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Double Your Program Speed with One Easy Change

My friend Stan Melax has written a number of articles on optimization using SSE instructions. He’s also talked about some simple things you can do to make your program run faster. I’d like to reiterate one of these because it’s … Continue reading

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