When you’re writing some code that needs to notify code in othe r parts of the program, your weapon of choice is the "signal / slot concept". A signal is a connection point where any interested...
http://blog.nuclex-games.com/2019/10/nuclex-signal-slot-benchmarks/
This post has been sitting in my queue for a little too long, but maybe it helps someone out there. In 2016 I last upgraded my PC and went for a beefy system that would speed up my renders and ga...
http://blog.nuclex-games.com/2019/03/how-many-watts-does-a-power-supply-need/
I’ve known Unity since 2007 but only started using it seriously in 2013. At that time, a hobbyist shopping for quality engines could either go with one of the Open Source projects, UDK (3) or U...
Being able to rely on your memory is one of the most important aspects of having a stable PC. Thus, paying extra for premium memory seemed like a wise choice to me. Yet I have been surprisingly u...
I’ve recently made the decision to learn some drawing skills. Specifically, I wanted to start with a tablet right away so I could avoid having to re-teach myself to using a tablet instead of pa...
http://blog.nuclex-games.com/2013/09/using-wacom-touch-gestures-in-unsupported-applications/
I avoid tabs in all code I write. That’s why you can read my code in your browser with the exact same formatting as it had in my IDE – no matter what browser or device you are using: Nuclex F...
http://blog.nuclex-games.com/2013/02/why-you-should-indent-with-spaces/
Here’s another fairly trivial code snippet. I’ve stumbled across some borked attempts at initializing and maintaining rendering windows for games lately. Most failed to properly respond to wi...
http://blog.nuclex-games.com/2012/07/simple-main-window-class/
Many games choose to store their resources in packages instead of shipping the potentially thousands of individual files directly. This is sometimes an attempt at tamper-proofing, but mostly it i...
http://blog.nuclex-games.com/2012/06/thread-safe-random-access-to-zip-archives/
In March I provided some binaries of Ogre 1.8.0 RC1 that were based on Eugene’s Metro port of Ogre, allowing Ogre to run as a native Metro App, using the Direct3D 11 renderer and RTShaderSystem...
http://blog.nuclex-games.com/2012/06/ogre-1-8-0-for-winrt-metro/
When you work on a larger project, you cannot easily keep track of which header depends on which other header. You can (and should) do your best to keep the number of other headers referenced ins...
http://blog.nuclex-games.com/2012/06/code-better-headers-without-hidden-dependencies/