User Submitted Code Samples - Page 5

Multitexturing with GLSlang (OpenGL - C++)
 

Author: Anudhyan Boral

This sample demonstrates how to perform multitexturing using GLSlang.

 

Advanced Memory Management
 

Author: Anton Ephanov of the Guildhall at SMU

This sample demonstrates numerous advanced C++ techniques concerning memory management. The sample is composed of 7 units, which are described below:

Unit 1: This unit demonstrates how to properly allocate and destroy arrays of C++ objects.

Unit 2: This unit demonstrates usage of the placement new operator. This technique can be used for avoiding unnecessary dynamic memory allocations and implementing memory pools.

Unit 3: The unit demonstrates how to write operators new/delete for a user class. This technique can be used in conjunction with other optimization techniques such as:
- optimizing performance by eliminating bottlenecks associated with dynamic memory allocations.
- implementing custom allocators for reference counting

Unit 4: This unit shows how to write a custom STL compatible allocator. The code includes two PERFORMANCE WARNINGS that are specific to VC++'s implementation of STL.

Unit 5: The unit demonstrates one of many numerous ways of implementing reference counting. Here, we use a common base class. You can also use a so-called in-band memory header paired with an allocator.

Unit 6 : The unit demonstrates how the "smart pointer" idiom can be used together with reference counting. Smart pointer and reference counting seemed to be made for each other!

Unit 7: The unit demonstrates a simple allocator implementation that allows for memory tracking. This infrastructure can be extended to support memory management in a large scale C++ framework via classes of allocators. The basic idea is to introduce a user allocator (Base::Allocator) that includes an API to install a user callback. Next, right a class that provides the callback and tracks the memory. This technique works well with approach from unit3, where operator new/delete are implemented for the base class.

 

Rigid Body Dynamics
 

Author: Anton Ephanov of the Guildhall at SMU

This sample has been developed as a supplementary material for the "Math and Physics for game developers" class at Guildhall SMU. The sample demonstrates how to define two rigid body equations that are integrated numerically using the Forward Euler integration method (the simplest first-order numerical integration method possible).

The two equations are named WRF and BRF. The WRF suffix stands for "World Reference Frame". It indicates that the orientation is integrated using the angular momentum vector in the world reference frame. An alternative method is to integrate the angular velocity vector in the BODY reference frame (BRF). The key difference between the WRF and BRF equations is the former integrates angular momentum in the WORLD reference frame, while the latter integrates angular velocity in the BODY reference frame.
 

 
Parallax Mapping with GLSlang (OpenGL - C++)
 

Author: Tristan Dean

This sample demonstrates how to perform simple parallax mapping using GLSlang.

 
Relief Mapping with GLSlang (OpenGL - C++)
 

Author: Tristan Dean

This sample demonstrates how to perform simple relief mapping using GLSlang.