I finally got around to making the road tool for Criterium. The tool has two parts: a Java application that lets you paint roads on the 2D heightmap texture, and a Ogre-based tool that automatically converts a 2D path into a 3D mesh. The Ogre-tool queries the heightmap to get the height of the road, and performs smoothing so there are no discontinuous road segments. I've posted a screenshot below. Also, I've got my GIMP terrain shown in the screenshot. I generated it using random noise and the GIMP lightmap filter.
Lua's implementation of coroutines is one of my all-time favorite features of the language. This (short) paper explains the whole reasoning behind the Lua's coroutine implementation and also a little about the history of coroutines. Sadly, coroutines are not supported out-of-the box by many modern languages, C++ included. Which brings me to the subject of this post: Lua-style coroutines in C++! For those who don't know (or were too lazy to read the paper!), Lua's coroutines support three basic operations: Create: Create a new coroutine object Resume: Run a coroutine until it yields or returns Yield: Suspend execution and return to the caller To implement these three operations, I'll use a great header file: ucontext.h. #include <vector> #include <ucontext.h> class Coroutine { public: typedef void (*Function)(void); Coroutine(Function function); void resume(); static void yield(); private: ucontext_t context_; std
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