Monthly Archives: January 2011

Game development in sge/C++: Part I (window creation)

Introduction This is part 1 of the series I called “Game development in sge/C++”. There are two reasons for this tutorial: There’s no real documentation for the game engine sge and no tutorial which shows how to use sge’s components … Continue reading

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n-dimensional interpolation

In the course of writing a perlin noise class which takes the dimension as a template parameter, I was in need of a function which interpolates in n dimensions. Generally speaking, interpolation is the process of “guessing” of a function … Continue reading

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Code snippet: easy lexicographical ordering

The C++ standard library provides the std::lexicographical_compare function which takes two iterator ranges and returns a boolean, indicating which of the ranges is smaller. But what if we have a data structure like this: for which we want to write … Continue reading

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Designing a filter graph for post-processing effects

Today, every game comes with a set of postprocessing (pp) effects. Those are effects which are applied to the already rendered scene, meaning they don’t deal with geometry, just with textures. One of the earliest and most widely used pp … Continue reading

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A very simple locked_value

I noticed that boost (or more specifically boost::thread) doesn’t directly support the notion of a value (of any type) that can be read and written to by multiple threads. So I used boost::mutex and boost::lock_guard to write one: Notice the … Continue reading

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