Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 21"
From Chilipedia
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=== Part 1 === | === Part 1 === | ||
* <code>Bindable</code> system (things like shaders, vertex buffers, etc.) | * <code>Bindable</code> system (things like shaders, vertex buffers, etc.) | ||
− | * <code>Drawable</code> system (things like | + | * <code>Drawable</code> system (things like the game entities that are drawn; they contain a collection of <code>Bindable</code>s) |
* Partial <code>protected</code> access inheritance pattern | * Partial <code>protected</code> access inheritance pattern | ||
* Weird quirk of C++ relating to visibility of protected members in the case of inheritance from a templated class | * Weird quirk of C++ relating to visibility of protected members in the case of inheritance from a templated class |
Revision as of 11:28, 22 April 2019
In this three-part tutorial, we take a break from Direct3D api stuff to set up a better system for organizing Drawables and Bindables. Low coupling, high cohesion, and dynamic bullshits for the win.
Topics Covered
Part 1
-
Bindable
system (things like shaders, vertex buffers, etc.) -
Drawable
system (things like the game entities that are drawn; they contain a collection ofBindable
s) - Partial
protected
access inheritance pattern - Weird quirk of C++ relating to visibility of protected members in the case of inheritance from a templated class
- How to update constant buffers using
Map
/Unmap