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Pandora's Box project

Notes and thoughts about game engine development. Friday, January 13, 2006. I have many issues with memory and resource managers. All engine resources are built upon this base object. We will have a helper class that makes the dirty job of serialization. Object-derived classes will use polymorphism to implement it, and other structures will have their functions hard-coded in serializer itself. Posted by YengaMatiC @ 7:48 PM. Tuesday, January 10, 2006. For receiver design, I use the Chain of Responsibility.

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Pandora's Box project | pandoraboxproject.blogspot.com Reviews
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Notes and thoughts about game engine development. Friday, January 13, 2006. I have many issues with memory and resource managers. All engine resources are built upon this base object. We will have a helper class that makes the dirty job of serialization. Object-derived classes will use polymorphism to implement it, and other structures will have their functions hard-coded in serializer itself. Posted by YengaMatiC @ 7:48 PM. Tuesday, January 10, 2006. For receiver design, I use the Chain of Responsibility.
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1 pandora's box project
2 first changes
3 0 comments
4 need some input
5 file manager
6 memory manager
7 resource manager
8 input system
9 timing
10 settings manager
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pandora's box project,first changes,0 comments,need some input,file manager,memory manager,resource manager,input system,timing,settings manager,cleanup and restart,a project,about me,name,yengamatic,links,google,gamedev.net forums,stratos ad forums
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Pandora's Box project | pandoraboxproject.blogspot.com Reviews

https://pandoraboxproject.blogspot.com

Notes and thoughts about game engine development. Friday, January 13, 2006. I have many issues with memory and resource managers. All engine resources are built upon this base object. We will have a helper class that makes the dirty job of serialization. Object-derived classes will use polymorphism to implement it, and other structures will have their functions hard-coded in serializer itself. Posted by YengaMatiC @ 7:48 PM. Tuesday, January 10, 2006. For receiver design, I use the Chain of Responsibility.

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1

Pandora's Box project: First changes

http://pandoraboxproject.blogspot.com/2006/01/first-changes.html

Notes and thoughts about game engine development. Friday, January 13, 2006. I have many issues with memory and resource managers. All engine resources are built upon this base object. We will have a helper class that makes the dirty job of serialization. Object-derived classes will use polymorphism to implement it, and other structures will have their functions hard-coded in serializer itself. Posted by YengaMatiC @ 7:48 PM. View my complete profile. Give me some foundation. I am the architect.

2

Pandora's Box project: January 2006

http://pandoraboxproject.blogspot.com/2006_01_01_archive.html

Notes and thoughts about game engine development. Friday, January 13, 2006. I have many issues with memory and resource managers. All engine resources are built upon this base object. We will have a helper class that makes the dirty job of serialization. Object-derived classes will use polymorphism to implement it, and other structures will have their functions hard-coded in serializer itself. Posted by YengaMatiC @ 7:48 PM. Tuesday, January 10, 2006. For receiver design, I use the Chain of Responsibility.

3

Pandora's Box project: I am the architect

http://pandoraboxproject.blogspot.com/2006/01/i-am-architect.html

Notes and thoughts about game engine development. Monday, January 09, 2006. I am the architect. I have splitted the whole project architecture in hard and soft architectures. At a glance, hard stands for actual game engine, and soft is game-specific code that’s built on hard architecture. But I don’t want to make an over engineered project, so I’m aware I’ll make some changes to it. This is only the first iteration of the design process. Posted by YengaMatiC @ 6:57 PM. View my complete profile.

4

Pandora's Box project: Cleanup and restart

http://pandoraboxproject.blogspot.com/2006/01/cleanup-and-restart.html

Notes and thoughts about game engine development. Saturday, January 07, 2006. Hello again, dear blog. It's been a long time since I last posted (now there's no trace). Just got a new project on mind and wanted to use this old blog. I like it's name! A few weeks ago, during an AI class at college I decided what should I do with all the knowledge about game engines being accumulated (and not being actually used) in my brain. So I said "I'm gonna make a game engine". Posted by YengaMatiC @ 1:55 AM.

5

Pandora's Box project: Give me some foundation

http://pandoraboxproject.blogspot.com/2006/01/give-me-some-foundation.html

Notes and thoughts about game engine development. Monday, January 09, 2006. Give me some foundation. Wraps OS file management functions. Loads and saves data from files. Wraps memory management functions from OS. Provides standard reference counted objects, shared pointers, (maybe) garbage collection. Nothing very complex. Loads/saves resources from disk. Basic resource interface for Scene Database. Message-based user input events dispatcher from mouse and keyboard. Posted by YengaMatiC @ 8:03 PM.

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Pandora's Box project

Notes and thoughts about game engine development. Friday, January 13, 2006. I have many issues with memory and resource managers. All engine resources are built upon this base object. We will have a helper class that makes the dirty job of serialization. Object-derived classes will use polymorphism to implement it, and other structures will have their functions hard-coded in serializer itself. Posted by YengaMatiC @ 7:48 PM. Tuesday, January 10, 2006. For receiver design, I use the Chain of Responsibility.

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