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dbartolini

HN member
Joined
Sun, Jun 18, 2017, 4:25 PM UTC
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96
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26 items

About dbartolini

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Recent public activity

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  5. comment
    Comment #14621164

    Why when code amount is small enough?

  6. comment
    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…

  7. comment
    Comment #14614639

    I already do so: https://github.com/dbartolini/crown/blob/master/src/lua/lua_...

  8. comment
    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…

  9. comment
    Comment #14614089

    Game Engine Architecture by Jason Gregory is a nice one. Search for "Bitsquid" and "Our Machinery": pure gold IMHO.

  10. comment
    Comment #14613738

    Can you elaborate on this?

  11. comment
    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.

  13. comment
    Comment #14611940

    It is not "modern" C++. It uses GENie, a fork of premake.

  14. comment
    Comment #14611843

    Thanks, I'm glad you like it. :)

  15. comment
    Comment #14611732

    I guess they start over each time the requirements change? :)

  16. comment
    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. :)

  19. comment
    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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