Me, Myself and I

I love what I do because I do what I love.

4kb Intro Kit

This is a bit old — it was released by the Northern Dragons demo group, but it’s still an useful resource for someone who wants to break into the “demo scene”. :)) It contains useful tutorials, examples, which can be useful even for those who are planning to make a 64k intro, or why not a “demo” which can be up to 16mb :)

I definitely found it useful — so greetz fly out to Northern Dragons :))

… oh yeah — you can get it here.

November 18, 2007 Posted by icebreaker | 4k 64k, Coding, Scene, demo | | No Comments

Kloonigames

Recently I stumbled across the “Crayon Physics” game developed by Kloonigames — you can get it here. It’s the most original idea what I’ve seen in the last few years. It’s definitely an awesome game. I can’t wait for the Delux Edition :)) For more info be sure to check out the “blog”. :))

November 18, 2007 Posted by icebreaker | Coding, Game, Game Engine, Games, OpenGL, Programming, Scene, box2d, physics, sdl | | No Comments

Memory Leak Report …

A memory leak reporter shouldn’t be missing from any 3D Game Engine which respects itself.

I did some research on the subject before I started to see maybe I can get something which suits my tastes and I don’t have to write it myself. Unfortunately after quite a lot digging I wans’t able to find anything which worth’s merging into my existing code, I don’t even want to stress that I write pure ANSI C code. Duhhh … a C Evangelist … LoL

So I started by defining a debug version of malloc() and a debug version of free(), and two handsome macros which will  “point” to the simple malloc() and free() in the RELEASE version and to the debug malloc() and free() in the DEBUG version.

The point is that everywhere we must call our own malloc() and free(), but for this little sacrifice we get POWER DEBUGGING features.

Okay, now some notes about our custom malloc() and free(). First of all everything allocated is stored in a linked list, and when something gets freed it is removed.

If on exit, there are unallocated items (err … if the list is not NULL) , a memory report is generated containing the FILE-NAMES and LINES where the allocations were made.

This was every memory leak can be traced down quite easily, without major efforts.

If there was no memory leak on exit, then “Congratulations! No memory leaks found!” message is “printed” into the memory leak report file.

I have seen implementation which didn’t used a linked list and used realloc to re-size the array of allocations, etc and I think that’s quite messy, but that’s just me. :D

1 Day of work, but it worth’s every bit. :D

March 8, 2007 Posted by icebreaker | Coding, Game Engine, OpenGL, Programming, Toughts on things | | No Comments