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Archive for the ‘C++’ Category

Bridging The Gap Cleanly: Setting Up LuaBridge

Friday, November 16th, 2007

Inspired by Rob, I decided I’d take a crack at embedding Lua scripting in a couple C++ projects that I’m working on. Rob has gone the ultimate route of using SWIG, but when I was starting to do some research, I stumbled upon Luabridge, a library that attempts to do all the interface binding using C++ templates. This sounds like more fun to me - even if I can’t later use it for Scheme scripts or whatever in the future. Click To Read More...

Getting To Know C++ Next: Filesystem

Thursday, July 12th, 2007

The next version of C++ is going to include some nice, shiny new libraries in its standard namespace. These libraries will really beef up the things that C++ developers want to be able to do in a cross-platform fashion. It’s not clear to me what will happen to the libraries in TR2. I hope things like accessing the bloody file system will make its way into the next version of C++. Here’s a quicky look at how one might do that using Boost.Filesystem. Click To Read More...

SDL in Games: Old School

Wednesday, August 24th, 2005

Read Part One if you haven’t. So with a little SDL graphics knowledge under my belt, I decided that I would set out to actually implement the old BGI library using SDL. That is, I wanted to use the same game code for Ten Nights but instead of linking to obsolete Borland libraries that would no longer work in Windows-based system, I wanted to link to my own library that would look the same (from the game’s perspective), yet work in Windows via SDL. Click To Read More...

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