Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 41"
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− | + | Crazy dynamic buffer system that allows you to define a nested data structure at runtime that stores its data contiguously. The self-imposed requirements of dynamism, data contiguity, and clean intuitive syntax add up to one ambitious system that took a lot of elbow grease to implement. Video is broken up into 3 section, you only need to watch to 1st section (16min) to understand enough to continue on with the tutorials without getting lost. | |
== Topics Covered == | == Topics Covered == |
Latest revision as of 13:56, 15 December 2019
Crazy dynamic buffer system that allows you to define a nested data structure at runtime that stores its data contiguously. The self-imposed requirements of dynamism, data contiguity, and clean intuitive syntax add up to one ambitious system that took a lot of elbow grease to implement. Video is broken up into 3 section, you only need to watch to 1st section (16min) to understand enough to continue on with the tutorials without getting lost.
Topics Covered
- Usage of dynamic buffer system
- Adding members to layout
- Creating buffer from layout
- Accessing buffer members
- Querying for member existence
- Getting pointer to member bytes
- Motivation and Design
- Motivations (dynamic composition, reflection, automatic padding)
- System architecture diagram walkthrough
- C++ implementation overview
- X macro system
- Static lookup
Map
andReverseMap
- Overview of each system class