What's new with
this edition? home
As I worked to understand and internalize the Genesis3D
engine, I found it helpful to reorganize and clarify the
reference material. I have added the following features:
- Complete cross-linkage. Now you can click on any type
etc. be taken straight to its definition.
- Table of contents has been added to the top of each file.
- Some tutorials (where I could find them from other
sources) have been added.
- Interfaces for many new aspects of the engine have been
added, with many new added files.
- Color coding of functions
- Still needed--comments on each of the added functions.
Yes, I know that a function declaration with no
explaination is only so helpful. But it is helpful just
to see what functions are out there. Now, anyone care to
help fill in the details?
Some important notes:
- "API" functions are prefixed with GENESISAPI.
This is a macro that expands to dllimport or dllexport
(or nothing) These are the functions that are made
available in the precompiled .dll files (I think). Those
willing to compile all the code, however, have the power
of the entire engine at their fingertips. For this
reason, all the functions found in the OpenSource
directory have been included.
- I have chosen to format variables and their corresponding
types as follows: "geActor*
myActor" instead of
"geActor *myActor". I
feel it is easier understand the former--i.e. myActor is
a variable of type pointer-to-geActor. The difference
between these two formats is really just semantic, and
they are identical to the compiler. So please don't loose
any sleep over this one. A quick warning to beginner c
programmers, though. Don't do this: "geActor*
Actor1, Actor2" because the
"*" will only be associated with Actor1 and not
Actor2.
So now... ready, set, code! -- Kevin Toppenberg, MD (kdtop)
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