I hate Unity engine. I hate it so much on so many levels that I cannot even express my rage with human words.
Showing posts with label engine. Show all posts
Showing posts with label engine. Show all posts
Wednesday, 18 November 2015
Sunday, 16 March 2014
Reflection in lame engine Part 3 - Methods and LUA binding.
It's been a while! I am going back to the series of articles on the topic of reflection. Just as I planned... four and a half months ago. So without further ado, today I will go into how I implemented reflection of methods. This article will explain how I store, invoke and retrieve results from. Last but not least, the most interesting part - how I developed automatic script binding.
Sunday, 26 January 2014
Flexible and efficient text displaying utilities Part 1.
One of my recent goals was to implement text and font handling facilities like I never had before but always wanted. Each iteration of my framework got more complete text displaying solutions but they still were kind of incomplete with comparison to my initial plans. This time I tried to acomplish every goal I planned last time and even added a couple of new ideas to the bag. In fact I planned to finish this up in about 2-3 weeks. Given I do this only in my spare time, after my day-time job, this was tight schedule but Christmas holidays were coming and my plan was to use the free time - what happend some of you might guess from the last post. We almost have february and I am still finishing up this part of my engine ;-) I hope this series will be long and regular as there are so many topics that came up while doing this stuff - worth sharing so I will start of with an overview and part on image compositoning and alpha blending.
Sunday, 24 November 2013
Reflection in lame engine - Part 2
Previously I scratched the surface of reflection and approach I have taken with my 2D game engine. This time I am going a little bit deeper into the details of type registration, type information retrieval and stuff related with this whole mess that I will feel worth mentioning while writing this down.
Monday, 11 November 2013
Reflection in lame engine - Part 1
Finally I found some spare time to write an article for my blog, short one I suppose, but better than none. I currently have much on my plate but when I capable I try to spent some time on my game engine. One big part of the whole thingy, which is currently really broken btw, is reflection mechanism. It took me quite some time to plan the whole thing, do research and while there are still some issues I need to solve and parts that need refactoring (or even proper implementation alltogether) the core is actually functioning and I am quite happy with it. I plan to make a series of articles as putting it all together in one piece would be mundane task for me, and probably even more painful for potential readers. The first article in the series will talk a little bit about goals, overall design, API interface and some random stuff.
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