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<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
<channel>
<title>ongamex's blog</title>
<link>https://ongamex.github.io/</link>
<description>Recent content on ongamex's blog</description>
<generator>Hugo -- gohugo.io</generator>
<managingEditor>[email protected] (ongamex)</managingEditor>
<webMaster>[email protected] (ongamex)</webMaster>
<lastBuildDate>Thu, 23 Nov 2017 00:00:00 +0000</lastBuildDate>
<atom:link href="https://ongamex.github.io/index.xml" rel="self" type="application/rss+xml" />
<item>
<title>C++ minimal std::any</title>
<link>https://ongamex.github.io/post/004.anyobject/</link>
<pubDate>Thu, 23 Nov 2017 00:00:00 +0000</pubDate>
<author>[email protected] (ongamex)</author>
<guid>https://ongamex.github.io/post/004.anyobject/</guid>
<description>A few days ago I wrote a simple alternative to std::any. It is heavily inspired by Sean Parent&rsquo;s talk Better Code: Runtime Polymorphism.
If you don&rsquo;t know what std::any is, basically it is a structure that can hold data of any type, while maintaining the value semantics.
With C++11 this is really easily done in just a few lines. I&rsquo;m still unsure how and where can I use it.
// &quot;struct object&quot; is the magic type.</description>
</item>
<item>
<title>C++ reflection/introspection system</title>
<link>https://ongamex.github.io/post/002.cpp.reflections/</link>
<pubDate>Thu, 28 Sep 2017 00:00:00 +0000</pubDate>
<author>[email protected] (ongamex)</author>
<guid>https://ongamex.github.io/post/002.cpp.reflections/</guid>
<description>Why do I need this? &nbsp;&nbsp;&nbsp;&nbsp; As some of you may know, I&rsquo;m writing a game in my spare time. In order to make the level/game editor usable, I have to be able to quickly display and edit values. Doing the UI/Serialization/UndoRedo by hand for every type is just too much. The solution to that problem is usually some kind of reflection or introspection system.
&nbsp;&nbsp;&nbsp;&nbsp;Unfortunately C++ does not have a built in solution.</description>
</item>
<item>
<title>2D Animation In Maya: Import images as planes</title>
<link>https://ongamex.github.io/post/003.maya2danim/</link>
<pubDate>Fri, 08 Sep 2017 00:00:00 +0000</pubDate>
<author>[email protected] (ongamex)</author>
<guid>https://ongamex.github.io/post/003.maya2danim/</guid>
<description>A while ago I wanted to create a simple 2D &ldquo;cut-out&rdquo; animation, just a few images imported and assigned on a planes. Unfortunately, Maya did not had this functionally built in. Doing this by hand requires you to:
Create a File Texture Create some material and assign the texture as diffuse colour and alpha Create a plane with correct width/height ratio Modify the UV channel Assign the previously created material to the plane And on top of that you&rsquo;ve got to do it for every single image that you want to use.</description>
</item>
<item>
<title>C++ Code Snippets 1</title>
<link>https://ongamex.github.io/post/001.codesnippets/</link>
<pubDate>Mon, 04 Sep 2017 00:00:00 +0000</pubDate>
<author>[email protected] (ongamex)</author>
<guid>https://ongamex.github.io/post/001.codesnippets/</guid>
<description>This is a set of some code snippets that you might find useful.
The 1st one is pretty popular, but I use it in the snippets below. Basically it is
A way to retrieve the size of a C++ array. template &lt;typename T, size_t N&gt; char (&amp;TArrSize_Safe(T (&amp;)[N]))[N]; #define ARRSZ(A) (sizeof(TArrSize_Safe(A))) // Usage int myArray[1234]; printf(&quot;myArray has %d elements!&quot; ARRSZ(myArray)); printf style std::string formatting: // The caller is EXPECTED to call va_end on the va_list args inline void string_format(std::string&amp; retval, const char* const fmt_str, va_list args) { // [CAUTION] // Under Windows with msvc it is fine to call va_start once and then use the va_list multiple times.</description>
</item>
<item>
<title>About me</title>
<link>https://ongamex.github.io/page/about/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<author>[email protected] (ongamex)</author>
<guid>https://ongamex.github.io/page/about/</guid>
<description>Although I identify myself as a game programmer, I currently work fulltime at Chaos Group - a company that develops VFX and ArchVis tools. A popular examples would be Phoenix FD and V-Ray.
I&rsquo;m mostly involved in Phoenix FD - a liquids/atmospheres simulation and rendering engine:
I do a lot of coding at home, trying to develop a 3D puzzle game using my own technology written mostly in C++.</description>
</item>
</channel>
</rss>