Cygon

Stories submitted by Cygon

How to Rig a Model in 3ds Max(www.nuclex.org)

submitted by CygonCygon(134) 1 year, 5 months ago

Detailed guide teaching you how to add bones to an existing model and then use those bones to animate the model through vertex skinning, a technique where each vertex is associated with one or more bones by a weight factor that controls how much the vertex will be affected by movements of that bone. read more...

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Implementing Object Comparison(nuclex.org)

submitted by CygonCygon(134) 2 years, 5 months ago

Comparison operators are often implemented poorly in .NET, in the sense that they contain duplicate code or perform certain checks, like a null reference test, multiple times. This article demonstrates a pattern that you can use to implement object comparison in a way that causes zero redundant code and achieves perfect efficiency (no comparison, not even a null check, is performed twice). It also provides a solution for comparison in inherited classes and integrates well with the == and != operators - all again without any redundant code and achieving optimal efficiency. read more...

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The Meaning of 100% Test Coverage(nuclex.org)

submitted by CygonCygon(134) 2 years, 5 months ago

The Myth that 100% test coverage means code is completely bug-free has been busted thoroughly. So much in fact, that it is almost risqué to add complete test coverage to your agenda. But is 100% test coverage really 100% useless, or are there some advantages worth striving for still? This article discusses the advantages and disadvantages of aiming for 100% test coverage. read more...

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The Disposable Pattern(nuclex.org)

submitted by CygonCygon(134) 2 years, 5 months ago

Simple explanation of the Disposable Pattern in .NET for developers new to garbage collection. Explains when to implement the IDisposable interface only, where a finalizer is required and why you mustn't call into other objects from the finalizer thread. Also shows common use cases illustrating when to implement IDisposable and when to implement the full Disposable Pattern. read more...

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Quick Introduction to Dependency Injection(nuclex.org)

submitted by CygonCygon(134) 2 years, 5 months ago

An easy to understand introduction to dependency injection in .NET using the Ninject inversion of control container. The dependency injection principle is a design concept by which classes and entire software components can be designed to be isolatable, reducing tight coupling, promoting reusability and allowing for unit tests to mock the dependencies of a class or component. read more...

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A Deque Implementation for .NET(cygon.nuclex.org)

submitted by CygonCygon(134) 2 years, 8 months ago

Collection class using the 'deque' data structure as it is implemented in the standard C++ library to C#. Beats System.Collections.Generic.List<> and System.Collections.Generic.LinkedList<> in nearly all categories and produces much less garbage (garbage as in garbage collection inducing) than both. read more...

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Nuclex Framework on CodePlex(nuclex.org)

submitted by CygonCygon(134) 2 years, 8 months ago

Nuclex.org has finally published their Nuclex Framework, a library of advanced building blocks for XNA game programming, as Open Source on CodePlex! Just some of the features: 3D Vector font rendering, multi-threaded particle system simulation, 3D SpriteBatch replacement, content compression using LZMA (7-Zip), graphical user interfaces with skin support, texture atlas creation, game state management, collision detection, C++' deque ported to C#, debug overlay renderer, automatic vertex declaration creator, game state management and more, all organized into neatly isolated building blocks you can pick from. The code has more than 1,400 unit tests with some assemblies achieving 100.0% test coverage and is thoroughly and completely documented. read more...

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Thread Pool using Core-Affine Threads(cygon.nuclex.org)

submitted by CygonCygon(134) 2 years, 8 months ago

Article with source code for a ThreadPool replacement which uses the XBox 360's hardware threads (which are only used when threads are assigned to them explicitly). Common problems with manually assigned processor affinity on desktop PCs are highlighted and the author shows a solution that allows the operating system to reschedule threads while still yielding comparable behavior to the explicit affinity model used by the XBox 360. read more...

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