Game Engine Architecture
9.3. In-Game Menus 379 // This global debug drawing manager draws its // primitives in 2D screen space. The (x,y) coordinates // ...
380 9. Tools for Debugging and Development physics, audio, networking, player mechanics, AI, and so on, exposes its own speciali ...
9.4. In-Game Console 381 One simple and convenient way to permit this kind of thing is to provide a system of in-game menus. Ite ...
382 9. Tools for Debugging and Development z bringing up submenus, allowing the menu system to be organized hier- archically for ...
383 this same scripting language, then anything you can do in script can also be done interactively via the console. We’ll explo ...
384 9. Tools for Debugging and Development rapidly through time-consuming portions of gameplay in order to get to an area of int ...
385 (.bmp) or Targa (.tga). The details of how to capture a screen shot vary from platform to platform, but they typically invol ...
386 9. Tools for Debugging and Development mer’s job is ensuring that his or her code runs effi ciently and within budget. As we ...
387 this reason, and/or for convenience, many game engines provide an in-game profi ling tool of some sort. Typically an in-game ...
388 9. Tools for Debugging and Development voidb() { d(); e(); f(); } voidc() { ... } voidd() { ... } voide() { ... } voidf() { ...
389 9.8.1.1. Measuring Execution Times Hierarchically If we measure the execution time of a single function, the time we measure ...
390 9. Tools for Debugging and Development { PROFILE("Poll Joypad"); PollJoypad(); } { PROFILE("Game Object Update"); UpdateGame ...
391 struct AutoProfile { AutoProfile(const char* name) { m_name = name; m_startTime = QueryPerformanceCounter(); } ~AutoProfile( ...
392 9. Tools for Debugging and Development This approach still has its problems. Specifi cally, it works well when every functio ...
393 9.9. In-Game Memory Stats and Leak Detection In addition to runtime performance (i.e., frame rate), most game engines are al ...
394 9. Tools for Debugging and Development than using DirectX, but at least you have complete knowledge of what’s going on. All ...
395 running. This data might be tabular, as shown in Figure 9.15, or graphical as shown in Figure 9.16. In addition, when low-me ...
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Part III Graphics and Motion ...
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