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    Posts on: Game Engine
    Hang Zhang in Game Engine

    Reflection in C++... could we nail it now?

    Maybe you’ve seen multiple times the symbol of Ouroboros in different movies and games that about a fancy snake who biting its own tail, despite whether it’s painful (just hope those serpents would have a better control when biting themselves!), these kind of self-dependent problems emerging often when we started to consider one of the most desired features in C++ — how could we inspect the information of the language itself in runtime?
    25 min read
    Hang Zhang in Game Engine

    Welding (THE latest) C++ to Metal, and macOS

    For what? I’ve previously deployed my game engine to macOS successfully with GLFW and macOS’s “vanilla” version OpenGL 4.1 library, everything was pretty smooth and sweet (and of course naive) at that time, and every few weeks I would port the latest updates from Windows side to macOS in an accumulated way. But as I started to utilize some C++17 new features, yep I mean <filesystem>, which Apple still didn’t give us a certain answer (I’ve heard that there is something new with Apple Clang in the Xcode 10.2 update, that somehow <experimental/filesystem> is magically appearing, but later I’ll talk about it separately), and targeting OpenGL version to the almost latest 4.5 for quite few new features, I have to deprecate macOS for some moments because, why not?
    8 min read