Implementing Serialization for a C++ Game Engine - Part 2
After my previous post, what remained to be done regarding the serialization system was: finding a way for the serializer to known if an object type has a...
After my previous post, what remained to be done regarding the serialization system was: finding a way for the serializer to known if an object type has a...
Lately I’ve been designing and writting a serialization system for the CUBOS. game engine. I had the following goals in mind: keep it simple: the goal isn...
This past week I challenged myself to make a simple 3D voxel platformer from scratch in C++. I reused a small amount of code from my previous voxel experimen...
I have finished implementing screen space ambient occlusion which enhanced the look of the final rendering result:
I have finished implementing the ‘octree of grids’ which I wrote about in the last article and fed it with procedurally generated data from simple math funct...
I have been working on a voxel game engine written in C++ and OpenGL with the goal to render huge regions with enormous render distance in all 3 axis. For th...
This past week I challenged myself to make a simple 3D voxel platformer from scratch in C++. I reused a small amount of code from my previous voxel experimen...
I have finished implementing screen space ambient occlusion which enhanced the look of the final rendering result:
I have finished implementing the ‘octree of grids’ which I wrote about in the last article and fed it with procedurally generated data from simple math funct...
I have been working on a voxel game engine written in C++ and OpenGL with the goal to render huge regions with enormous render distance in all 3 axis. For th...
This past week I challenged myself to make a simple 3D voxel platformer from scratch in C++. I reused a small amount of code from my previous voxel experimen...
I have finished implementing screen space ambient occlusion which enhanced the look of the final rendering result:
I have finished implementing the ‘octree of grids’ which I wrote about in the last article and fed it with procedurally generated data from simple math funct...
I have been working on a voxel game engine written in C++ and OpenGL with the goal to render huge regions with enormous render distance in all 3 axis. For th...
With the AAST simplified, the only step remaining is generating the actual turing machine. The first step was to create a new data structure for holding the ...
Since the last post I ended up simplifying the type and ownership checking greatly. One of the changed was to make the following transformations to the AST b...
The first step I took on the compiler was to write the Extended Backus-Naur Form (EBNF) grammar for the language. You can check it out here.
This semester I have been studying Computer Theory, and I had the idea of writing a compiler which generates Turing Machines. I started by designing the lang...
I’ve added the Ring Network protocol described in this paper1 to the P2P graph simulator. I’ve also set a limit on the number of neigbours purely because th...
I’ve continued working on the P2P graph simulator and I have added directed connections and a random message delay. I’ve also finished implementing the most ...
For some time I’ve been wanting to start a project related to web development or networking, so I decided to create a chat application. The premise of this c...
I’ve added the Ring Network protocol described in this paper1 to the P2P graph simulator. I’ve also set a limit on the number of neigbours purely because th...
I’ve continued working on the P2P graph simulator and I have added directed connections and a random message delay. I’ve also finished implementing the most ...
For some time I’ve been wanting to start a project related to web development or networking, so I decided to create a chat application. The premise of this c...
I’ve been working on a controller for a robot I’m developing with other students at HackerSchool. HackerSchool is a non-profit academic association where you...
This is the last week of Google Summer of Code and I’ve finished the work I had planned. My contribution to OpenCV was adding the ‘viz3d’ namespace to the hi...
In the last months I haven’t worked on any personal project due to me getting a part-time job in software engineering at Instituto Superior Técnico, where I’...
This is the last week of Google Summer of Code and I’ve finished the work I had planned. My contribution to OpenCV was adding the ‘viz3d’ namespace to the hi...
In the last months I haven’t worked on any personal project due to me getting a part-time job in software engineering at Instituto Superior Técnico, where I’...
After my previous post, what remained to be done regarding the serialization system was: finding a way for the serializer to known if an object type has a...
Lately I’ve been designing and writting a serialization system for the CUBOS. game engine. I had the following goals in mind: keep it simple: the goal isn...
After my previous post, what remained to be done regarding the serialization system was: finding a way for the serializer to known if an object type has a...
Lately I’ve been designing and writting a serialization system for the CUBOS. game engine. I had the following goals in mind: keep it simple: the goal isn...
This year I have participated in a game jam for the first time (Global Game Jam 2021). My team’s submission was EDUCE, a game where the protagonist returns t...
This year I have participated in a game jam for the first time (Global Game Jam 2021). My team’s submission was EDUCE, a game where the protagonist returns t...
I’ve been working on a controller for a robot I’m developing with other students at HackerSchool. HackerSchool is a non-profit academic association where you...