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Things you really should know about Windows Input, but would rather not - Raw Mouse edition

Motivation When you are developing a game for PC – or porting one – then you will have to deal with user input, generally from three distinct categories of sources: mouse, keyboard, and gamepads. ...

A New Approach to Local Multiplayer / Splitscreen Perspective With Raytracing

Motivation I’m a huge fan of local multiplayer, and in particular local cooperative multiplayer. I’m also interested in 3D rendering, and especially raytracing. This blog post is the result of me...

C++ Static Reflection — Part 2

In part 1 of this series we investigated how refl-cpp can be used to enable some form of static reflection in modern C++. Along the way, we established a running example of integrating this reflect...

C++ Static Reflection — Part 1

In a previous blog post we talked about how X macros can be leveraged to cut down on code repetition. We shortly described the concept of reflection and stated that, as of right now, C++ does not s...

The Unreasonable Effectiveness of X Macros

X macros is a conceptually simple, but still very powerful, coding technique to add to your toolbox. Do remember though — with great power comes great potential for overly complex, unmaintainable c...

Game Asset Storage, Loading, Compression and Caching

Background and DirectStorage Compression, archiving and loading of game assets has been an important topic in game development for several decades, but it relatively recently gained some mainstrea...

Hello World!

This is an initial post to check that everything is working. Or, more likely, to determine all the things which aren’t working