Monthly Archives: October 2010

Source code: Implementing Direct3D for fun and profit

Almost a year and a half ago I blogged about several useful things that you can do with custom IDirect3DDevice9 implementations. I don’t know why I did not post the code back then, but anyway – here it is: dummydevice.h … Continue reading

Posted in Direct3D | 3 Comments

Quicksort killer sequence

Today I’m going to describe a not very practical but neat experiment, the result of which is a sequence that’s awfully slow to sort using Microsoft STL implementation; additionally, the method of generating such sequence naturally extends to any other … Continue reading

Posted in Algorithms, C++, Sorting | 2 Comments

AABB from OBB with component-wise abs

This post is about a neat trick that is certainly not of my invention, but that should really be more well-known; at least, I haven’t heard of it till I stumbled across it while reading Box2D sources. There are a … Continue reading

Posted in Mathematics, Optimization | 2 Comments

Death by static initialization

The language war in game development is long over – and the winner is C++. The utmost majority of code that’s going to run on the users side (engine code and game code) is written in C++. This is mostly … Continue reading

Posted in C++, Memory | 6 Comments

Taking testing seriously

As I’ve written in the previous post, there is a long way to go from first tests to the complete testing suite. Without further ado, here is the list of things I consider important for a test suite of a … Continue reading

Posted in Testing, XML | 2 Comments