Category Archives: code quality

Working with resources

I don’t have much to report about resources, except I’m still working on that. I decided to refactor some code, which I’m not quite done with yet. There was an issue with an object factory in the code, responsible for … Continue reading

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Appropriate number of bugs

Our project Burnt Islands reminds me more and more about the project European Air War. We have sometimes so many bugs that a huge amount of time goes to fixing them and not actually working on new features. So, as … Continue reading

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Performance issues

You are ready to show your game in its early version, you have implemented all the features you have planned for this release and has even built a release version. It was a little bit slow in debug, but you … Continue reading

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Removing warnings

It feels good to fix some 100 warnings. Most of them were easy though like “loss of data” in conversions. These come from the fact that we are using doubles in CPU code while graphics uses floats to run on … Continue reading

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Clean code

I like clean code. I like readable code. And I like well organized code. Take this snippet: And compare it to: For a compiler, they are not different. But for a human reading the code, the second one is just … Continue reading

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Optimizing C++

I came across a very well written and detailed breakdown on how to optimize your C++ code at this page. http://agner.org/optimize/ This is certainly relevant for us, as we currently have some performance issues with our grid. In short term, … Continue reading

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Black dots

Change of hardware – new bugs. We have some newer hardware at our workplace and it showed some unexpected bugs in shaders. Here’s what was wrong and how it was fixed.

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Refactoring

Refactoring, refactoring and once again refactoring. We love it and we hate it. It’s exciting to refactor the code when you know exactly what you do and there is somebody that pays you for that. It’s at the same time … Continue reading

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