| by Ybalrid | No comments

Ogre_glTF: A glTF loader plugin for Ogre 2.x

If there’s one open source library that I really like and think has a great level of usefulness for both myself, and a whole community, it’s Ogre. Before going on the story of why I felt loading glTF files into ogre was a necessary thing to do, and why I decided to actually write a […]

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| by Ybalrid | 3 comments

No nonsense networking for C++ : Introducing kissnet, a K.I.S.S. socket library!

Sometimes I wonder why some things are inside the C and C++ standard libraries, and some aren’t. As far as I can be bothered to read the actual “standards” document (that are mostly written in legalise, not in understandable english for you and me). Theses languages are defined against an “abstract machine”, and the actual […]

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| by Ybalrid | No comments

“Scenario Testing” a game engine by misusing an unit test framework.

I don’t post regularly on this blog, but I really should post more… ^^” If you have ever read me here before, you probably know that one of my pet project is a game engine called Annwvyn. Where did I get from Annwvyn was just “a few classes to act as glue code around a […]

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| by Ybalrid | No comments

Shoehorning anything (with `operator<<()`) into `qDebug()` the quick and dirty templated way

So, the other day I was working on some Ogre + Qt5 code. I haven’t really worked with Qt that much since Qt4 was the hot new thing, so I was a bit rusty, but I definitively like the new things I’ve seen in version 5. But I’m not here to discuss Qt 5 today. […]

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