Re: Complexity of new hardware

"Jarkko Lempiainen" <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <757EEE5304E1464898F86F51C37C8871@Tikru>
Even when using serialization interface, you could for example store a total
memory required for a level/sector and allocate objects incrementally from a
single linear chunk of memory for it.


Cheers, Jarkko


-----Original Message-----
From: Tibor Klajnscek [mailto:[email protected]] 
Sent: Monday, April 20, 2009 12:58 AM
To: Game Development Algorithms
Subject: Re: [Algorithms] Complexity of new hardware

I like how you managed to use the brackets and operators in such a way 
that it almost looks like normal code. Makes it much more readable than 
the usual macro voodoo :)

One things always leaves me wondering - do you guys actually do all your 
release build loading through the serialization interface or do you use 
a different approach there? I guess the former, since your net code 
depends on it. I always found these kinds of serialization approaches to 
be way too dynamic (with all the new/delete/smart pointer stuff) to be 
present in the release build where you want your memory to be as static 
as possible. Or is it just not a problem for you in practice?

Cheers,
Tibor

Adrian Stone wrote:
> This discussion has motivated me to finally write up an article on the
> reflection system implemented in Day 1's Despair Engine.  Like Jarkko's,
it
> is implemented purely in C++ without the use of compiler extensions or a
> custom preprocessor.
>
> The article is pretty long, but if you're only interested in the actual
> syntax you can jump straight to the bottom.  Enjoy!
>
> http://gameangst.com/?p=107
>
> Adrian
>
>
>
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