Book review: Game Engine Black Book: Wolfenstein 3D

I’ve been a fan of Fabien Sanglard’s website and, more accurately, his phenomenal code reviews of older games for quite some time now – if you don’t know what I mean, follow the link above and check for yourself. Naturally, I was very excited to learn about him writing a book. So much, in fact, that I considered pre-ordering it, which goes against my core beliefs. In the end, I didn’t pre-order1, but that was only because I wanted a signed copy (and I got one much more personalized than I dared to hope for).

Game Engine Black BookGame Engine Black Book

Code doodles #5 – quite surprising parse

I came upon a similar piece of code during an IRC discussion. While I am certain that some may consider this example trivial, I admit that the correct answer eluded me even after I verified the result with the compiler – it wasn’t until I checked the standard that it became clear.

Consider the following class:

struct foo
        cout << __PRETTY_FUNCTION__ << endl;
        cout << __PRETTY_FUNCTION__ << endl;

And now, consider the following code:

int global;
int main()

Would you care to guess what will be printed?

You don’t need a stateful deleter in your unique_ptr (usually)

With the increasing probability of your average project using at least C++11, std::unique_ptr is one of the most popular solutions1 to dynamically managing memory in C++.

It usually goes like this: if your object can’t be a scoped object, that is one with automatic lifetime (colloquially: on the stack, or a class’s member), wrap it in std::unique_ptr. This will ensure it’s freed when it finally goes out of scope. Herb Sutter goes more in-depth into this topic in his last C++Con talk:

Herb Sutter: Leak-Freedom in C++… By Default.

This advice is sound and deserves being spread.