Today’s Updates

without comments

What I’ve been working on today…

Created a stub for lxcore.lib

Currently, LxEngine is composed of the following:

  • glgeom (header-only library of math functions)
  • lxengine.lib (where the vast majority of the code is)
  • lxengineapp.exe (a small front-end that drives the code in lxengine.lib)

What I’d like it to be is:

  • glgeom (same as before)
  • lxcore.lib (low-level, standalone functions and data types from lxengine.lib)
  • lxframework.lib (the higher-level framework of Engine, Document, View, Element, classes)
  • lxengine.exe (slightly larger front-end that drives the framework in a flexible, configurable form)

That’s a bit of an over simplification since there’s also extension libraries like lxrasterizer.lib and plug-ins like soundAL.dll, which exist now and will continue to exist.

The general point however is that I want make the framework “leaner.”  Right now it has too many specific features (mostly from early development when things weren’t very modular) and it should really be a rather bare but flexible MVC framework.  Those features belong in plug-ins and extensions. Even the utility stand-alone functions belong elsewhere (lxcore.lib). The end goal is a smaller framework is much better: frameworks are useful – right up until the point they become bloated and hard to understand (and thus defect prone and with steep learning curves).

GLGeom Error Handling

Long story short: all this time, I’ve been using “assert(0)” as an error handling mechanism in GLGeom to keep from tying in any dependencies.  That’s not a very valid approach…

So I’m added a simple, but flexible error handling mechanism instead: docs here.

GLGeom Compute Primitive Buffer Adjacency Info

Still a work-in-progress, I’m trying to port over some old code that is pretty fast at computing adjacency from a polygon soup.  This is also stressing GLGeom from a new angle, which is helping me fill in the blanks on some of the functionality in this currently-version-0.0.5-library.

Better get back to working on it…

 

Written by arthur

April 12th, 2012 at 10:13 am

 

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