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C++

Posts about the C++ programming language

The cover of "Make games not engines: why I'll be using Godot engine"

Make games not engines: why I'll be using Godot engine

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

One of the reasons I learned how to program was to make games. Games are a unique form of creative medium, combining art, interactive storytelling, and vibrant worlds. But as a software engineer, it’s easy to lose sight of my goals and get trapped by the technical details. It’s common for software engineers in game dev to roll their own engine, which I believe reduces productivity and is ultimately a distraction to making a game.

Note that I’m not just referring to making reusable or generic game engines; for this article, I consider using low-level technology like OpenGL, SFML, or SDL to make games to include the act of rolling your own game engine, even if the focus is specific. It’s more manageable, but you still end up reinventing the wheel and having to solve many of the same problems.

There are plenty of other articles about whether or not to make your own game engine. This article is personal to me; it’s an exploration of my journey in game dev, a discussion of what motivates me, and a promise for the future.

Read more of "Make games not engines: why I'll be using Godot engine"

The cover of "SDL_GameController: Making gamepads just work"

SDL_GameController: Making gamepads just work

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

When implementing controller support in a game, it’s desirable for gamepads to just work without a lot of user configuration. Platform APIs are pretty useless for this, the solution is an API like SDL_GameController that allows you to target a large number of gamepads without much effort.

Each operating system has its own API for gamepad input. Windows has XInput, and Linux has the joystick and evdev APIs. When a gamepad button is pressed, applications will receive a button id. This is a number, there’s no OS way to know which button id corresponds with which button. The ids for a button are not the same on different gamepads and platforms, making it super hard to support more than a couple of devices.

if (SDL_JoystickGetButton(joystick, 8)) {
    std::cerr << "no idea what button 8 is" << std::endl;
}

One thing platforms do give you is the name, model, and manufacturer of the game controller. If you test with a large number of gamepads, you can create a database from gamepad name to layout. Luckily, SDL_GameController has already done this for you. Instead of a random number, you can use a named button that will work no matter the gamepad and platform:

if (SDL_GameControllerGetButton(controller, SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X)) {
    std::cerr << "X was pressed!" << std::endl;
}

Read more of "SDL_GameController: Making gamepads just work"

The cover of "IoT Plant Monitor using ESP32"

IoT Plant Monitor using ESP32

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

I have a lot of houseplants, but I often forget to water them. I’ve been getting into electronics and thought this would be a great opportunity to make something.

I made a plant monitor, which measures soil moisture, temperature, and humidity, and reports these things to a cloud IoT service called Thinger.io.

Read more of "IoT Plant Monitor using ESP32"

The cover of "Writing a Lua sandbox using sol2 / sol3"

Writing a Lua sandbox using sol2 / sol3

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

Sandboxing can protect the user’s computer from malicious or buggy scripts. But sandboxes are difficult to get right; you need to be very careful with what you expose, and make sure you test for vulnerabilities. The Sandboxes on the Lua wiki is required reading, as it contains very helpful advice.

Read more of "Writing a Lua sandbox using sol2 / sol3"

The cover of "Extending sol3's implicit type conversion"

Extending sol3's implicit type conversion

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

Many APIs in my game push Vector3s to and from Lua. It’s such a common operation, that most of my functions used to look like this:

sol::table add(sol::table tPos) {
    Vector3f pos = TableToPos(tPos);

    // do something
    return PosToTable(pos);
}

One of the benefits of sol is that it is able to bind Lua arguments to C++ function arguments, converting types implicitly. Having to convert from a table to a vector ourselves is quite annoying. It would be much nicer to have sol do it for us. Luckily, sol allows you to customise how types are retrieved and pushed to Lua using Customisation Points.

When trying to convert a type from Lua to C++, sol will call certain templated functions. We will be customisating sol’s behaviour using a technique called template specialization, which allows us to specialise a specific instance of the templated functions and structs. By the end of this article, we’ll be able to use Vector3 directly when using sol, allowing the above code to be turned into this:

Vector3f add(Vector3f pos) {
    // do something

    return pos;
}

Read more of "Extending sol3's implicit type conversion"

The cover of "A Comparison of SFML GUI Libraries: TGUI vs SFGUI vs ImGui"

A Comparison of SFML GUI Libraries: TGUI vs SFGUI vs ImGui

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

SFML is an excellent library that can be used to create 2D games and similar applications in C++. It’s an abstraction over OpenGL and various system APIs, presenting a consistent and easy-to-use interface.

Providing a Graphical User Interface (GUI / UI) API is out of scope for SFML. GUIs are complicated, and there’s no single good way to implement them. The S in SFML stands for Simple but GUI code rarely is.

There are many different options to choose from when making GUIs. This article is an in-depth comparison of the options for making GUIs in SFML, discussing their pros and cons.

Read more of "A Comparison of SFML GUI Libraries: TGUI vs SFGUI vs ImGui"

The cover of "Rendering a topdown world with layers and z-levels using SFML"

Rendering a topdown world with layers and z-levels using SFML

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

Ruben’s Virtual World Project is a game I’ve been working on for almost 4 years now. Recently I rewrote the rendering code to support voxel lighting and multiple z-level - heights of the map.

Read more of "Rendering a topdown world with layers and z-levels using SFML"

C++: Self-registering functions using macros for test libraries

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

Google’s C++ testing library has a nice syntax for registering tests, without needing to remember to add the tests to some central index. This article will show how to use macros to allow the creation of tests using only the following code:

Test(IntegerComparisonTest) {
    int a = 3;
    assert(a == 3);
}

Read more of "C++: Self-registering functions using macros for test libraries"

Porting C++ programs from Linux to Windows using vcpkg, CMake, and Visual Studio

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

Recently I had to reinstall Windows to debug a hardware issue. I decided to try to make the most of this by trying to build my game on Windows.

Read more of "Porting C++ programs from Linux to Windows using vcpkg, CMake, and Visual Studio"

The cover of "Raytracer and Rasteriser"

Raytracer and Rasteriser

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

I wrote a raytracer and a rasteriser as part of my university course. The raytracer supported features such as indirect lighting, reflection, refraction, and a photon mapper capable of simulating the final positions of 60,000,000 photons in a few minutes (and quite a few GBs of RAM).

Read more of "Raytracer and Rasteriser"

Finding and copying DLLs from MinGW-W64 directories to bin directory

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

After cross-compiling your project for Windows, you find that it crashes due to missing DLLs. I will show how to identify any required DLLs using objdump, and copy them to your build directory.

Read more of "Finding and copying DLLs from MinGW-W64 directories to bin directory"

Rubix: My Simple Kernel written in C for arm

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

During the second year of university, I created a kernel for the ARMv7 instruction set. I went above and beyond what was required on this project, achieving a clean design and features such as a blocked process queue, piping, kill, and a simple filesystem. This was my favourite coursework so far. I found it very interesting to learn about and implement the things that we take for granted as programmers.

I tried to stick to POSIX as much as possible, and stuck to the Linux method of having everything as either a file or process. Because pipes and standard in/out were both “files”, I was able to implement both popen and piping of the output of a process to another process.

Read more of "Rubix: My Simple Kernel written in C for arm"

The cover of "RVWP: Multiplayer Topdown Sandbox Game in C++"

RVWP: Multiplayer Topdown Sandbox Game in C++

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

For the last two years, I have been working on a very ambitious game. The game is a top-down sandbox with multiplayer support. I’m aiming towards a city-based game, where players can wander around a procedurally generated city. One of the main reasons I started creating this game is to learn about multiplayer networking at a low level - client-side prediction, server-side reconcilliation, cheat preventation, and reducing the visual effect of latency.

Read more of "RVWP: Multiplayer Topdown Sandbox Game in C++"

Mingw-w64 and CMake: unrecognised option -rdynamic on Ubuntu

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

I had an issue where CMake was failing on a compiler test with the following error:

error: unrecognized option '-rdynamic'

The problem was that CMake caches settings such as compiler flags in CMakeCache.txt, so you need to clear the cache when changing the platform. Do this by deleting CMakeFiles and CMakeCache.txt

Read more of "Mingw-w64 and CMake: unrecognised option -rdynamic on Ubuntu"

The cover of "OpenCV: compile images (Mats) into a strip"

OpenCV: compile images (Mats) into a strip

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

I created a very short C++ snippet to accumulate a series of Mats into a single Mat strip. It works like acc = acc + m - a new mat is added to the accumulator each time, then stored in the accumulator again.

Read more of "OpenCV: compile images (Mats) into a strip"

How to emit a single particle using SFML's Thor Particle System

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

Usecase: shells dropping in sync with firing, fake bullets, etc

You must use a particle emitter to create particles, however this doesn’t mean it’s impossible to create single particles on command. You can create a particle emitter which simply adds particles from a queue to the system

Read more of "How to emit a single particle using SFML's Thor Particle System"

How to center a SFGUI window (sfg::Window)

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

Simply get the SFGUI window size using GetAllocation, the sfml window size using getSize, then do this arithmetic:

auto window = sfg::Window::Create();
auto win_rect = window->GetAllocation();
sf::Vector2f size(win_rect.width, win_rect.height);
window->SetPosition(((sf::Vector2f)rwindow->getSize() - size) / 2.0f);

Read more of "How to center a SFGUI window (sfg::Window)"

Bytecode, Compilers and Interpreters

Andrew Ward

rubenwardy

rubenwardy's profile picture, the letter R

Hi, I'm Andrew Ward. I'm a software developer, an open source maintainer, and a graduate from the University of Bristol. I’m a core developer for Luanti, an open source voxel game engine.

Recently I have been looking at languages and compilation: VMs, parse trees, lexers, and interpreters. Nand to tetris is a pretty awesome guide to how the CPU executes programs - from logic gates to high level languages.

Read more of "Bytecode, Compilers and Interpreters"