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Search found 10 results on 1 pages for 'kotti'.

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  • Another design-related C++ question

    - by Kotti
    Hi! I am trying to find some optimal solutions in C++ coding patterns, and this is one of my game engine - related questions. Take a look at the game object declaration (I removed almost everything, that has no connection with the question). // Abstract representation of a game object class Object : public Entity, IRenderable,

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  • Precompiled headers question

    - by Kotti
    Hello! I am right now reorganizing my project and what recently was a simple application now became a pair of C++ projects - static library and real application. I would like to share one precompiled header between two projects, but face some troubles with setting up the .pdb file paths. Assume my first project is called Library and

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  • Merging k sorted linked lists - analysis

    - by Kotti
    Hi! I am thinking about different solutions for one problem. Assume we have K sorted linked lists and we are merging them into one. All these lists together have N elements. The well known solution is to use priority queue and pop / push first elements from every lists and I can understand why it takes O(N log K) time. But let's

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  • C++ & proper TDD

    - by Kotti
    Hi! I recently tried developing a small-sized project in C# and during the whole project our team used the Test-Driven-Development (TDD) technique (xunit, moq). I really think this was awesome, because (when paired with C#) this approach allowed to relax when coding, relax when projecting and relax when refactoring. I suspect

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  • C++ - Breaking code implementation into different parts

    - by Kotti
    Hi! The question plot (a bit abstract, but answering this question will help me in my real app): So, I have some abstract superclass for objects that can be rendered on the screen. Let's call it IRenderable. struct IRenderable { // (...) virtual void Render(RenderingInterface& ri) = 0; virtual ~IRenderable() { } };

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  • C++ game designing & polymorphism question

    - by Kotti
    Hi! I'm trying to implement some sort of 'just-for-me' game engine and the problem's plot goes the following way: Suppose I have some abstract interface for a renderable entity, e.g. IRenderable. And it's declared the following way: interface IRenderable { // (...) // Suppose that Backend is some abstract backend used

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  • C++ R - tree implementation wanted

    - by Kotti
    Hi, Does anyone know good and simple to use in production code R-tree (actually, any implementations - R*, R+ or PR-tree would be great)? It doesn't matter if it is a template or library implementation, but some implementations that google found look very disappointing... Thanks in advance.

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  • C++ design related question

    - by Kotti
    Hi! Here is the question's plot: suppose I have some abstract classes for objects, let's call it Object. It's definition would include 2D position and dimensions. Let it also have some virtual void Render(Backend& backend) const = 0 method used for rendering. Now I specialize my inheritance tree and add Rectangle and

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  • C++ Namespaces & templates question

    - by Kotti
    Hi! I have some functions that can be grouped together, but don't belong to some object / entity and therefore can't be treated as methods. So, basically in this situation I would create a new namespace and put the definitions in a header file, the implementation in cpp file. Also (if needed) I would create an anonymous

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  • Need advice on C++ coding pattern

    - by Kotti
    Hi! I have a working prototype of a game engine and right now I'm doing some refactoring. What I'm asking for is your opinion on usage of the following C++ coding patterns. I have implemented some trivial algorithms for collision detection and they are implemented the following way: Not shown here - class constructor is

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