Aurora: April 2008 Archives

April 2008 Archives

Stupid C++ tricks

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A while ago Charles Nicholson wrote an article about how they handled asserts in their engine. I kind of liked the title "Stupid C++ Tricks" and it triggered this article idea. Then since of course Noel Llopis managed to beat me to it, that after I've given him a hard time about his infrequent posts :) So without dwelling too much on why there are so many books and articles about traps, pitfalls, stupidity and secrets regarding C and C++ here you go; some more stupid tricks, don't try this at home.

This post is going to be a little bit different. I'm going to try at some humor, with just a lace of truth to it to be sad.

Determinism in your tools

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Determinism in the game itself can be used to easier reproduce bugs, gather performance data and even for gameplay itself. In modern games it does take a little bit of work if you have not had continuous tests during development to catch errors like when a game diverges. Recently I've had to do this as part of our graphics tests at work where we run the game in a special test mode and make sure that recent changes have not broken any rendering features.