Hardening the code and documenting

Published December 22, 2020
Advertisement

Last night and today was a cleaning session. I always had -Wall on, but I also added a bunch of additional compiler warnings. I then also went through and addressed all 100+ warnings that showed up, most were simple implicit conversions, which did actually show me a bug or two that I likely would have never caught. I also now save the state of the number boxes and checkboxes, so everything is persistent between sessions in the editor. I cleaned up the GUI slightly, pushing everything together to give myself more room for stuff in the future. I was also starting to get overwhelmed with the number of windows that I had, so I gave most of them the ability to hide, and then be brought back via the projects window. I added the ability to set which camera I was displaying and how many local ones there are. The cameras are capable of rendering to any viewport that I give it, so they are all rendered onto the buffer first, then a single draw call out to OpenGL to push it to the screen. I gave myself the option of having two player split screen work either on top of each other or next to each other, and I have to adjust the FOV in these cases since having 2 cameras makes the aspect ration different than 1 or 4.

The multithreaded rendering has been shut off for a while because reflections were not thread-safe. I fixed the thread safety and reintroduced this feature. There is a compiling option to shut threading off completely, which allows me to profile the renderer, but most of the time, it will use threads to speed itself up.

I'm also working on documentation for how to work with the engine.

0 likes 0 comments

Comments

Nobody has left a comment. You can be the first!
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement
Advertisement