Archive for the 'Doom3' Category

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 [...]