Author's Posts

This post is actually from the previous 2 weeks.

I finished the book Accelerated C++, by Andrew Koenig and Barabara E. Moo, and started the book Game Engine Architecture by Jason Gregory. Thus, this post is the last highlights through the Accelerate C++.


Assignment conversion

When using the assignment operator (=), the compiler may use constructors with single arguments to implicit convert the right value of the expression. For instance:

std::string s;
s = "this is a char*";

The assignment creates a temporary object string that receives “this is a char*” as parameter and copy all the temporary object attributes to the s object.

Friend functions

Inside a class, you can define external functions that are friends, for example:

void externalFunction(MyClass& c) {
  std::cout << c.private_var;

class MyClass {
  friend externalFunction(MyClass&);

    int private_var = 0;

This means that the function “externalFunction” can access the private properties of MyClass.

Class protection

  • Public methods can be accessed by all objects.
  • Protected methods can only be accessed by children of the class.
  • Private methods can only be accessed by the class that defines it.

Notice that this is different from Java, in which protected methods means that only objects in the same package can access that information.

Inheritance visibility

Inheritance in c++ also has visibility access:

class Grad: <visibility> Core { ... }
  • In public inheritance, everything is aware of the inheritance.
  • In protected, the child and subsequent children are aware of the inheritance.
  • In private, only the immediate child is aware of the inheritance.


Virtual functions

Suppose you have two classes:

class Dad {
  int m() { return 1; }

class Child: public Dad {
  int m() { return 2; }

and the function:

void printM(Dad d&) {
  std::cout << d.m();

Dad d;
Child c;


Normally, we would expect to be print “1” and “2”, but in both cases the result is “1”. That is because you must explicit say to c++ when you want to use the children methods in polymorphism. You do that with virtual functions:

class Dad {
  virtual int m() { return 1; }

With this, now we have “1” and “2”.

Note: the polymorphism is only possible when working with references or pointers.

Virtual destructors

This is really, really ugly.

The same example about virtual methods above is also valid for destructors. If you call the destructor of d, without virtual, the Child destructor won’t be called and this will probably send your program to hell. Always declare destructor as virtual if you want to use inheritance.

Pure virtual methods

When you do:

class Dad {
  virtual int m() = 0;

You are declaring m as a pure virtual. This means:

  • The method m is abstract and MUST be overridden by children.
  • The class is abstract and CAN’T be instantiated.

Forward declarations

Used when you need to use a name before defining them. For example:

class B; // forward

class A {
  B* ref;

class B {

Storage-class specifiers

Determine location and lifetime of a variable:

  • register: suggests that the compiler should try to put the variable into a register (in order to optimize the access);
  • static: preserves a variable after leaving the scope;
  • extern: tells the compiler that this is not a definition, only a declaration. The variable is defined somewhere else;
  • mutable: allows a variable to be changed even when an object is const.


How the book looks like after all annotations

Read more

This was a long week. We had E3 conferences starting Sunday night (for Brazil) and ending on Tuesday, with a lot of awesome – official – announcements: Fallout 4 (my next love), Dishonored 2, Doom 4 and new IPs such as Horizon (which looks very promising), unravel and others. During the week I’ve been playing Fallout shelter also announced on E3, which is a good-looking and funny mobile game, but has the same problems of other farming games: there is no end and it gets bored fast.

In the weekend, I start-and-finished The Last of Us. Man! What a game! I love post-apocalyptic games with adult narrative. My only regret is that I didn’t gave more time to it – I had to play on easy in order to finish in this weekend because I won’t be able to play it for the next week, and if I have more than 1 week gap between my gaming sections, I just can’t continue from where I stopped.


Even with all stuff that happened this week, I almost finished the Accelerated C++ book. Here are some highlights:


You can create ordered maps defined in <map> and unordered maps defined in <unordered_map>. Their usage is similar, but map is slower to add new items due to the ordering function. Usage:

map<string, int> dict;
dict['key'] = 132;

If you try to access a nonexistent key in the map, this key will be created automatically.

Maps return pair objects as iterators. A pair type is defined as pair<const K, V> and has the following attributes (to key and value, respectively):

auto pair = dict.begin(); // first key in dict
pair->first // key
pair->second // value

About double angle brackets

In cases like map<string, vector<int>>, the compiler may have problem to parse the statement (due to the >> symbol), so it is recommended to use map<string, vector<int> > (with the space). This seems to be a an old practice, I doubt that compilers nowadays still have such problems.

Default arguments

You can use default arguments on function parameters, like Python:

void my_function(int non_default, int default=123) { ... }

Notice that, the parameters with default arguments must be the last items on the list.

Constant methods

C++ has a mechanism to protect object from write access, for example when you define a function like:

void my_function(map<K, V>& writable, const map<K, V>& non_writable) { ... }

where non_writable is constant. When a parameter is defined as constant, C++ only allows to read public attributes and call const methods, such as:

void my_function() const { ... }

Brackets on const maps

Due to the constant restriction described above, constant maps don’t have the operator [ ], because this operator changes the map when the key doesn’t exist.


Generics are called templates in C++ and is used as:

template <class T>
T my_function(vector<T> V) { ... }

With stand-alone functions you don’t have to specify the template explicitly, e.g.:

int a = my_function(my_int_vector);

The typename keyword

C++ has so many features on it that sometimes the compiler simply doesn’t know what to do. For instance, when you try to define a variable within a subtype defined inside a template, like this:

template <class T>
Class MyClass {
  T::SubType * ptr;

In this case, the compiler interprets SubType as a static member of T, thus, it tries to multiply SubType with ptr, causing an runtime error. Because of this, you always must use the typename keyword, avoiding compiler mis-interpretation:

template <class T>
Class MyClass {
  typename T::SubType * ptr;


Iterator categories

There are 5 types of iterators. They are divided by what they can do (thus, which operators are allowed) with the object they reference. The categories are:

  • Input
  • Output
  • Forward
  • Bidirectional
  • Random access

Consult to see the table of all operations these iterators handle

Stream iterators

istream and ostream can be used as iterators:

std::copy(v.begin(), v.end(), ostream_iterator<int>(std::cout));

This piece of code sends all elements of a vector v to the console output.

Default constructor

To avoid double initialization when you create an object, you must use the constructor initializers:

  attribute1(0), attribute2(0) {

Without this, C++ initializes the object attributes before the constructor body, and in constructor you probably will initialize the attributes again.


Just a reminder:

  • &x returns the address of the object x
  • *x returns the object in the address x

Pointers to functions

You can create pointers to functions as:

int (*fp) (int) = my_function

This creates a pointer fp of a function that receives and return int values. Notice that you don’t have to use &my_function, because C++ convert functions automatically. The same can be applied to the usage (you don’t have to call (*fp)(2), only fp(3)).

You can also return a pointer to function from another function, this is a bit tricky because you have to use typedef to declare the pointer before:

typedef int (*fp) (int);
fp my_function() { ... }

To return a pointer to a function that uses template is trickier, you will have to define a struct with the pointer and return the struct.


C++ arrays are pointers to values and, thus, they can be used as iterators:

int array[] = {2, 3, 4, 5, 6};
int sum = std::accumulate(array, array+5, 0);

Notice that, the variable array stores only the first pointer, thus *a == 2.

The index usage array[3] is equivalent to say *(array+3).

Because array is only a bunch of pointers, you don’t have the type_size directly, but you can use size_t from <cstddef>.

File streams

Using input or output files is pretty easy:

ifstream infile("input.txt");
ofstream outfile("output.txt");

The usage is the same as cin and cout.

Specific streams

Instead of cout, you can use cerr for error output (it is preemptive, so it prints the string when it is called), and clog for logging (non-preemptive).

New and delete

To allocate and deallocate objects manually, use new and delete:

int *p = new int(42);
delete p

int *p = new int[3];
delete[] p

If you allocate an object manually, it will only be deallocate manually too. You must be very careful to avoid memory problems!

Explicit constructors

C++ allow explicit and implicit object initialization:

int p(4); // explicit
int p = 4; // implicit

The explicit keyword prevents the compiler to use the wrong constructor due to wrong type conversions:

class MyClass {
    MyClass(int) {}
    explicit MyClass(double) {}


Another reminder: this is a pointer to the object.

Copy constructor

Passing an object by value to a function, returning an object by value from a function, or simply assigning one object to another variable, implicitly copies the object. The constructor used in the case is called copy constructor:

T::T(const T&)

Rule of the three

To control all creation and deletion process of a class, you must implement at least the following methods:

T::T() // and other constructors

T::~T() // destructor
T::T(const T&) // copy constructor
T::operator=(const T&) // assignment operator

Citing the book:

Because copy constructor, destructor, and assignment operator are so tightly coupled, the relationship among them has become known as the rule of three: If your class needs a destructor, it probably needs a copy constructor and an assignment operator too.

Read more

I started this blog intended to post my developments and things that I’ve been learning during my path towards game industry. But, in general, I’ve only been writing tutorials and releases notes. Tutorials are pretty hard to do, because I like to create examples, format, make images, revise, and give details about what I’m writing about, and releases notes are only published when I have a release to announce. Both demand time, which I don’t have much lately. In consequence, my posts now have about 1-month gaps among them, and this isn’t good.

Thus, in order to keep my initial plan and write more frequently, I’m creating a weekly log, starting with this one, so I can register and tell what I’m studying or developing.


In this post I will only talk about C++, which I’ve been studying almost exclusively.

First thing to say is, I’m following the book Accelerated C++ by Andrew Koenig and Barbara Moo. The book is pretty good, but I wouldn’t recommend for a total beginner. In my opinion you should learn the basic on other languages before getting this book – and language.

I am learning C++ in depth because I want to have some experience on the AAA industry, so this is pretty much obligatory. I understand that C++ is a pretty powerful language, but damn, this language is complex as hell. Notice that I’m not talking about syntax or readability, I’m talking about the concepts behind every feature of C++. There is a lot of redundancy (you can solve problems in a dozen of different ways) which seems to be caused by the performance concern (generally there is a super – but complex – parsimonious solution).

During the course of this book (and the followings) I will share more my thought about the language. For now, I’m going to give some highlights of interesting stuff on the book:


The author’s give a pretty good definition of abstraction right on preface:

We define abstraction as selective ignorance – concentrating on the ideas that are relevant to the task at hand, and ignoring everything else

Containers and size_type

Most STL containers provide a size_type type, which defines the appropriate type to hold the number of elements of a given container. For example, to move through a string, you should use:

std::string text;
std::string::size_type i;
for (i=0; i<text.size(); i++) {
  // stuff here

instead of:

std::string text;
int i;
for (i=0; i<text.size(); i++) {
  // stuff here

The reasons of that is because the number of elements in the container may be bigger than what int (or unsigned int, etc..) can handle.

The & operator

The & denotes a reference to some variable.

MyType a;
MyType b = a; // copies a
MyType& b = c; // a is a reference to a

As a good practice, you should use const to tell programmer when your function does not have intention to change the parameter value. E.g.:

void my_function(type& i_want_to_change, const type& i_dont_want_to_change)

The istream objects

istreams have a failure state that is kept until cleared, thus, if you put a string on to this:

int a;
std::cin >> a;

you won’t be able to read anything until you clear the stream:



Non-const arguments can only receive lvalues  (can’t be anonymous):

void my_function(Type& param) { ... }
my_function(4) // error!
Type a;
my_function(a) // ok!

The same is valid for return values.

Header files

You must avoid the use of using inside the header files, because your never know how the source file will use the variables. Avoiding using you avoid unnecessary conflicts.

Also, you must always use the preprocessor directives:

// code here

because compiler insert the header code into the source files that import the header. Without it, the definitions would repeat several times causing errors.

Inline functions

Inlines functions are cool, they only exists before compiling. The compiler copy the body of the inline function where it is called. Use this to avoid the overhead by function calls.

Built-in exceptions

Import <stdexcept> to use the default error classes:

  • logic_error
  • domain_error
  • invalid_argument
  • length_error
  • out_of_range
  • runtime_error
  • range_error
  • overflow_error
  • underflow_error


try {
  throw logic_error("Message")
} catch (logic_error e) {
  e.what(); // returns the message

Vector limitations

Vectors are optimized for random access and pushing/removing items from the beginning or end. Other operations are slow. The reasons for that is that vector move all elements back or forward when you change items at middle of the container.

Note: for fast insertions or removing, use list. However, list items can only be accessed sequentially.


Iterators are cool, and in general are implemented as pointers (but not true all the time). You can use the following iterators:


each one for a specific situation: const to handle const values, reverse to reversed loops, iterator for common loops. For instance, to move through a string you can do:

for (auto it = my_string.begin(); it != my_string.end(); it++) {
  std::cout << *it; // print each string char

Overloaded function as arguments

You must avoid using overloaded function as arguments to functions, because the compiler can have problems to decide which function to use. Instead you should use an auxiliary function.

Static variables

You can use static storage class specifier on local variables inside functions. A static variable is created the first time the function is called and reused in subsequent calls.

Using functions as arguments

To create functions that receive other functions as parameters:

void my_function(type other_function(type2 param)) { ... }

A final note: the STL has A LOT of interesting things, for instance, check the algorithm package.

Read more

Last Ludum Dare I implemented a circular world for my game. I wanted to do that for some time, but before this LD I had no idea how to implement such a thing. Now I see that is pretty easy to do so. In this post I will explain how to create a circular world like the one I used in Democracy.

The beauty of a circular world is that we can work only with the radius of the planet, ignoring its position at the screen. So, first thing to do is defining our planet to a radius “r” (lets say 150px) and to screen position (0, 0). To center the planet in the window, you move the camera to (-w/2, -h/2) where w is the window width and h is the window height. You should see something like this:


Now that we have an empty world, lets add some objects on it. All objects must have a position in this world, but this position isn’t the same of in screen, it is simpler. Suppose that at the point (0, r), what could be the north of our planet, is the angle 0°, then the east (r, 0) is 90° and so on, until the north point again. See the image below for reference:


Now our object can be at positions like 47° or 270°, but we still must draw it into the screen. That’s pretty simple. Let’s say we have a sprite with (s_w, s_h), width and height, respectively. Then we set its screen position to (0, 0) and its anchor to (0, r+s_h). With this we have an sprite at the north point 0°, to relocate it to 306° we simply set its rotation as “sprite.rotation = 306” and done!


White box is at north (0°) and the red box is at 306°.

Additionally you can also set the height of the object in that world (the distance of that object to the ground). To put a cloud at 30px high, you simply add the height to the sprites anchor, such that anchor is (0, r + s_w + height):


Sometimes you may find useful to convert the world position, now (position, height), to the screen position. For example, to add some particles. So, to find the screen coordinates (x, y) of an object at (position, height) you do:

angle = radians(position);
x = sin(angle) * r + height;
y = -cos(angle) * r + height;

Contrarily, when you want to convert the screen position to world coordinates, for example to find where the mouse is pointing. You can do:

position = degrees(atan2(mouse.y - camera.y, mouse.x - camera.x));
height = euclidDistance(mouse.x, mouse.y, camera.x, camera.y) - r;

Simple right?

Let me know if you found this article useful, or if you have an alternative way to do that, or yet, if you created some circular world based on this. Cheers!

Read more

Ludum Dare is great! Not just because it motivates me to create (and finish) a new game, but also because I use it to update Creatine. So, as usual, after the compo I’m releasing another version creatine, now the release 1.0.0!

This version is big. It has a lot of new stuff and a lot of changes for the old features. But before talking about the modifications and additions to the library, let me talk about how I was felling about creatine 0.2…

To be honest, I wasn’t happy about the previous version, I added several classes to handle storage, sound, layout, scenes, among other things. But they weren’t working together, there were some annoying bugs (in special with transitions) and I was spending a good time rewriting the same base structure for new games, over and over.  So I decided to rethink some things: how can I make my development easier and faster? My conclusions and desires after that:

  • I want to use a visual editor to build my scenes, something like Overlap2D or one tool of my own.
  • I need more flexibility for fast prototypes (sometimes I just want to test some idea).
  • Modularity is cool, but is not a great deal. A class that controls all modules would be more useful and would save some time by eliminating the base common structure that I was rewriting every project.
  • I need more fluffy things, more juice, which means that have to be easy to add particles and visual or sound effects to the game.
  • I want to have a physic system and other predefined behaviors easy to use in my games (such as a platform system, or 2d top-down movement and collision system).
  • Other details that I don’t remember right now (it is Sunday 11PM, give me a break!).

With these things in mind, I started to update creatine.


The main addition to creatine is the Game object. The game is now the core of my library, because it is the responsible to create and initialize all game systems. For example: it is the game that creates the canvas element; the game also stores all creatine helpers (now called managers), such as the director (SceneManager), the device,  display and many others.

The game class is based on Phaser core, so if you know Phaser you may find this familiar. A game has 5 states: ”boot”, “preload”, “create”, “update” and “draw”. In the boot state you can initialize 3th-party libraries and some configuration of the engine. In preload, you will set which files should be loaded by the engine and may be show a preload scene. In the create state you will create and initialize all game objects, including scenes and object pools. The update and draw states are the main loop, and are executed every tick. You can use these state by passing functions to the game:

var game = new tine.Game(null, {
  boot    : function() {},
  preload : function() {},
  create  : function() {},
  update  : function() {},
  draw    : function() {}

The first argument of the Game class is the configuration object. This could be only an url to a JSON file containing the configuration. Notice that, with this, I will try to keep all engine data-driven, so you will be able to configure everything using this parameter. Right now, it has the following default values:

  project          : 'creatine_game',
  width            : 800,
  height           : 600,
  container        : null,
  framerate        : 60,
  background_color : '#000',
  resources        : {
    base_path : './',
    manifest  : []

To set configuration you can do:

var game = new tine.Game({framerate:30, width:300, height:500});

or yet:

var game = new tine.Game('myconfig.json')

where ‘myconfig.json’ is the json file containing the configuration values.

Resources and Factories

Creatine now have an interface to PreloadJS (the ResourceManager) and a factory manager. The resource manager helps you to load general assets in a more pleasant way and also helps you to load specific assets (such as spritesheets and audiosprites) in an easier way. For example, now you can set which files you want to preload in the preload state:

var game = new tine.Game(null, {
  preload: function() {
    game.load.image('id', 'src.png');
    game.load.spritesheet('id2', 'src.png', data);
    game.load.json('id3', 'data.json');

Or you could define these assets in the manifest (pretty much like how you do with PreloadJS):

var game = new tine.Game({resources: {
  manifest: [
    {id:'id', src:'src.png'},
    {id:'id2', src:'src.png', data:{stuff here}, type:'spritesheet'},

With your stuff loaded, you can create objects easier:

var game = new tine.Game(null, {
  preload: function() { ... },

  create: function() {
    var bitmap = game.create.bitmap('id', {x:100, y:400, regX:'center', regY:'bottom'});
    var sprite = game.create.sprite('id2', 'animation');
    var map = game.create.tilemap('id3');


Scenes and Transitions

Scenes now have some default method that you should override to use, such as “enter”, “pause”, “resume”… To create a scene, you must define a new class inheriting the scene class, an easy way to do that is by using the new shortcut:

var MyScene = tine._scene({
  initialize: function() { ... },
  enter: function() { ... },
  update: function() { ... },

You can also create your scenes before starting the application and register them to the director, using an unique identifier:

var game = new tine.Game(null, {
  create: function() {
    // Create scenes here

    // Add your scenes to the director
    game.director.add('menu', new MyMenuScene());
    game.director.add('level', new MyLevelScene());

    // Run a scene

Transitions are now working as they should be! You can use any transition in any function (replace, push or pop), repeatedly, or without having to wait the current transition.

Input handlers

We have input now! Keyboard, gamepads, mouse and touch. They don’t work together yet, but they are pretty cool already. Instead of putting code here, I suggest that you take a look into the creatine example folder and into the API documentation.

In the next releases I want to create a common Input or Control object that group all type of inputs together. So instead of checking the state of the keyboard, mouse and touch, you could simply check game.control.isDown(‘action a’) . Moreover, you should be able to redefine the input commands.


Particles are so so so so cool! Creatine uses the cocos2d particle style. So if you want to create some fire you do:

var emitter = null;

var game = new tine.Game(null, {
  preload: function() {
    game.load.image('particle', 'assets/particle_red.png');

  create: function() {
    var image = game.create.bitmap('particle', {regX:'center', regY:'center'});
    emitter = new tine.Emitter(image, 500);
    emitter.emitX = 512;
    emitter.emitY = 288;
    emitter.angle = -90;
    emitter.angleVar = 10;
    emitter.speed = 100;
    emitter.speedVar = 20; = 2000;
    emitter.lifeVar = 500;
    emitter.emissionRate = 150;
    emitter.startScale = 0.3;
    emitter.compositeOperation = 'lighter';

  update: function() {

    if (game.mouse.isDown(tine.buttons.LEFT)) {
      emitter.emitX = game.mouse.x;
      emitter.emitY = game.mouse.y;


Unfortunately, the current particle system has some limitations. For example, it cannot change the particle colors due to performance. It also must be updated manually, sometimes I forget that!

Sounds and Storage

The SoundManager is simpler now, it does not separate music from sound effects, but you still can add sound groups to it. The coolest thing is that sound works together with the StorageManager, so when you change the volume or the mute, the sound manager stores this information locally and you don’t have to worry about that anymore!

Legacy Stuff

Some things will be changed to a better structure, such as the layout managers and the custom display objects. They are still in creatine but they weren’t updated this time.

Moar of Creatine

To now more about new stuffs in creatine, check it out:

You can also contact me for any doubt or suggestion.

Read more