Archive for the 'c++' Category

Game Developer Rant

Thursday, September 21st, 2006

Yesterday I listened to ‘Burning Down the House: Game Developers Rant’, available here. It is the recording of a panel that was held last year at the Game Developers Conference and it became very popular, because big game industry names were cursing our industry, and they also used “fuck” a lot, apparently previously [...]

From manual to automatic testing - A case study

Monday, August 14th, 2006

I recently implemented “picking” in the publicly available parts of the Doom 3 engine. Picking in 3D games (or applications) means that the mouse cursor position is mapped to the 3D world in such a way that the mouse can be used to “pick” up objects in 3D space. In this post I would like to [...]

Unit testing within Doom 3

Monday, July 3rd, 2006

Allow me to gleefully report that I have integrated my unit testing framework into the Doom 3 engine.

I have previously used this framework to run unit tests via a simple text interface. Tests are easily defined using a simple set of macros and automatically enumerated. Now, whenever my modified version of Doom 3 starts [...]

X-Macros

Sunday, June 18th, 2006

When looking for X-Macros on Google, the only reference I came across was this one (ddj.com), which is also the place where I happened across X-Macros by accident (in the printed version of the magazine). I have since put them to great use in production code. What are X-Macros? They are basically a clever way to [...]

How to test if your ASSERT macro is compiled out

Saturday, March 4th, 2006

I am often interested in how specific code works in different build configurations. In the case of a custom ASSERT macro, I want to make sure that it does not evaluate any expression in builds where it is disabled (i.e. it is 'compiled out'). The technique I use is the following:

Let's assume CHECK_EQUALS is a [...]