Builtin resources and the resource-system

I have written, in passing, about the resource-system and VFS ( Virtual File System ) I use in my own game-engine. This time it will however not be “in passing” but will dig down a bit deeper into one “feature” in it that I find kind of neat. I’m sure it has been done before but I have not seen it myself somewhere else. I’ll be writing about how I handle builtin resources in the engine.

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utf8_lookup, a write up.

I saw this blog post a while ago A Programmer’s Introduction to Unicode, a really great write up that is a worth a read for anyone interested in the subject! So go ahead and read that now even as it might not be super important for what I am about to write about here :) Reading this reminded me of an old project of mine that I think is a bit novel and deserves, at least, a write up.

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Why I prefer inline forward-declares in C++

Time for a short post on how I usually do the humble forward declare in C++. I guess this is not something new but it is something I usually do not see in others code so it feels worth sharing. So lets start of with just defining what we are talking about just to get everyone on the same page, we are talking about declaring only a class/struct name to the compiler and not having to provide the entire class/struct declaration.

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