G-Engine #3: Game Loop

In my last G-Engine post, I did some setup work and finally got a basic OS window appearing that could be moved around, minimized/maximized, and closed. Good start!

In this post, we’ll do a bit more planning, and then we’ll structure our code into a high-level class (Engine) that’ll be more conducive to building an engine than just shoving everything into the main function. We’ll also implement our “delta time” calculations, which will be critical for updating the state of our game as we move forward.

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G-Engine #2: Project Setup

The previous post introduced the idea and motivation behind the project. So here we are, ready to build a 3D game engine! This post walks through some early decisions, starting from absolutely nothing to having just an empty application window that can be moved around and closed.

This is not the most exciting end result, but there are plenty of important decisions to be made before we dig into actually writing game engine code.

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Insert, Push, and Emplace

Standard C++ containers (or collections) are essential tools. Some, like vector, queue, deque, and stack are list-like: elements are accessed by position. Others, such as map or set, are more associative in nature: elements are accessed by a key.

To add an object to a vector, you can call insert or push_back. Stacks and queues both allow you to add elements using push. Map allows insertions with insert or using the [ ] operator.

In C++11 and beyond, all these containers have new functions that seem to behave similarly to the above methods: emplace, emplace_back, and emplace_front.

Which begs the question: what’s the difference between these different methods of adding items to collections?

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