Viewing profile — dbartolini
dbartolini
HN member- Joined
- Sun, Jun 18, 2017, 4:25 PM UTC
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About dbartolini
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Comment #14621164
Why when code amount is small enough?
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Comment #14614921
It is just a simple general-purpose, data-oriented, data-driven, entity-component based, lua scripted game engine written in sane C++ for my own game development needs. Nobody's tr…
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Comment #14614639
I already do so: https://github.com/dbartolini/crown/blob/master/src/lua/lua_...
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Comment #14614158
All resource paths (.lua files are resources like any other) in Crown are unix-style and do not include the extension. I have a custom loader that deals with it: https://github.com…
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Comment #14614089
Game Engine Architecture by Jason Gregory is a nice one. Search for "Bitsquid" and "Our Machinery": pure gold IMHO.
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Comment #14613738
Can you elaborate on this?
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Comment #14612845
I started with game engines well before I put this project on github in 2012.
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Comment #14611995
I find GENie/premake way simpler to read and write. Also, you have more flexibility since your build scripts have full-fledged Lua capabilities.
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Comment #14611940
It is not "modern" C++. It uses GENie, a fork of premake.
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Comment #14611843
Thanks, I'm glad you like it. :)
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Comment #14611732
I guess they start over each time the requirements change? :)
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Comment #14611713
Sensible usage of templates, operator overloading and namespaces is ok.
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Comment #14611626
People are working towards that objective, see for example Jonathan Blow's Jai.
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Comment #14611538
Hey, thanks. :)
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Comment #14611425
Toolchain was initially written in C#. Vala simplified a lot the switch to GTK+3. Today I think an IMGUI-like approach is the way to go for game tools. Rewriting the editors should…
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Comment #14611270
These are features and concepts kicked around by mainstream engines. In fact, this work is inspired by Bitsquid/Stingray.
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Comment #14611151
When I started the project C++11 was not supported well on most compilers. I'm fine with new features when they don't limit my freedom. I'm fine with nullptr, it is going to replac…
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Comment #14611133
I do not use STL because I want consistent implementation across all supported platforms. Also, you have to care about memory management when you need performance or when working w…
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Comment #14606037
Yep!
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