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Game Tutorial original PR comments tracking issue #269

@gpx1000

Description

@gpx1000

This is a list of all completed comments from the original PR that was merged #119

All changes from all 439 comments are now addressed. They are a part of #253. When that PR is merged, this issue is resolved.

Code Quality & Best Practices

  • 1, 78: Platform defines (PLATFORM_ANDROID/PLATFORM_DESKTOP) - CMakeLists.txt:77-86
  • 2, 79: std::clamp parameter order fixed - audio_system.cpp:422, 672
  • 5, 81: Renamed to StopMeasurement (matching StartMeasurement) - debug_system.h:233
  • 6, 80: Changed warning to error for stopping unmeasured timer - debug_system.h:248
  • 8, 43: Using try_emplace for efficient map insertion - descriptor_manager.cpp:70, memory_pool.cpp:243
  • 9: Added assertions for uniformBuffers validation - descriptor_manager.cpp:102, 204-205
  • 46: Removed impossible error check in deallocate() - memory_pool.cpp:372
  • 62: Use try_emplace instead of manual check - model_loader.cpp:1319
  • 67: Move materialMesh instead of copy - model_loader.cpp:1540
  • 68: Reserve space for vectors before insertion - model_loader.cpp:1537
  • 97, 98: Added bounds checking assertions - mesh_component.h:508, 523-524
  • 131: Fixed logic issue - only map buffers when data exists - imgui_system.cpp:1087
  • 170: Consolidated duplicate shader loading - physics_system.cpp:716
  • 179: Renamed RemoveRigidBody to DestroyRigidBody for API consistency - physics_system.h:259, physics_system.cpp:344
  • 217: Added Vulkan feature support checking before requesting - renderer_core.cpp:934
  • 235: Added error messages for fence timeouts - renderer_rendering.cpp (5 locations)
  • 237: Fixed inconsistent entityIt checking - eliminated redundant lookups - renderer_rendering.cpp:2549, 2565, 2660
  • 203: Async texture loading already implemented - uses std::future<bool> - renderer.h:454, 469
  • 246: Removed redundant eErrorOutOfDateKHR checks (handled by exceptions) - renderer_rendering.cpp:1673, 2997
  • 298: Removed 8 redundant renderer null checks after validation - scene_loading.cpp:220, 229, 317, 426, 542, 578, 592, 656
  • 48, 49: Replaced manual loop with std::accumulate using structured bindings - memory_pool.cpp:568-576
  • 193: Use [[maybe_unused]] instead of (void) casts - platform.cpp:158, renderer_core.cpp:37,39,54,56, audio_system.cpp:1163
  • 180: Removed empty destructor (RAII handles cleanup) - pipeline.h:70, pipeline.cpp:28-32
  • 185, 189: Removed unnecessary viewport/scissor initialization for dynamic states - pipeline.cpp:182-198, 377-393, 551-567 (3 pipelines)
  • 200: Removed unnecessary single-element vector copy in descriptor binding - renderer_compute.cpp:532-535
  • 255: Use std::tie instead of temporary variables with move - renderer_resources.cpp:53-62
  • 260, 261: Replace manual string checks with ends_with() for file extensions - renderer_resources.cpp:170, 193, 250, 725 (4 locations)
  • 123: Renamed MEASURE_END to MEASURE_STOP for consistency - debug_system.h:290
  • 127: Removed single-element arrays, use single values directly - imgui_system.cpp:519-521
  • 167: Removed unnecessary manual clear in destructor (automatic cleanup) - physics_system.cpp:226
  • 191: Consolidated duplicate Android window event handlers - platform.cpp:36-67
  • 211: Use StructureChain for timeline semaphore creation - renderer_core.cpp:1220-1223
  • 222, 223: Removed unnecessary .pNext = nullptr and explicit .sType assignments - renderer_core.cpp:1128-1159 (7 locations), renderer_ray_query.cpp:653, 1177 (2 locations)
  • 267: Fixed alpha value for 50% translucency (125 → 128) - renderer_resources.cpp:527
  • 270: Use ArrayProxy instead of vector for single regions - renderer.h:1907, 1912, renderer_resources.cpp:616, 932, 2490, 3799
  • 305: Use StructureChain for device feature chain - vulkan_device.cpp:142-152
  • 96: Removed redundant isInstances flag - now computed via IsInstanced() method - mesh_component.h:482-485 (already done)
  • 214: Added consistent error messages to all initialization steps - renderer_core.cpp (15+ locations)
  • 251, 422, 423: Fixed error handling - eErrorOutOfDateKHR properly handled as exception - renderer_rendering.cpp:1653 (already done)
  • 431: Added camera null check assertions - renderer_rendering.cpp:842, 867
  • 230, 231: Changed C-style array to std::array for queue family indices - renderer_rendering.cpp:625-632
  • 232: Moved ImageViewCreateInfo out of loop for efficiency - renderer_rendering.cpp:233-244
  • 233: Moved fenceInfo declaration closer to usage - renderer_rendering.cpp:641-643
  • 426: CRITICAL - Fixed semaphore count from swapChainImages.size() to MAX_FRAMES_IN_FLIGHT - renderer_rendering.cpp:625-638
  • 263: Removed dead code - !isKtx2 check at line 420 unreachable after early return - renderer_resources.cpp:417-419
  • 264: Removed redundant isKtx2 checks and simplified mipmap generation logic - renderer_resources.cpp:417-464
  • 72: Used std::accumulate for avgNormal calculation instead of manual loop - model_loader.cpp:1984-1989
  • 149: Added reserve() calls for combinedVertices and combinedIndices to avoid reallocations - model_loader.cpp:1547-1557
  • 25: Using std::chrono::milliseconds (TimeDelta) for deltaTime - engine.h:47 (already done)
  • 28: Height != 0 check already present before division - engine.cpp:584, 589 (already done)
  • 29: Using std::ranges::find_if for Ball_ entity search - engine.cpp:620-623 (already done)
  • 175: Replaced VK_NULL_HANDLE comparisons with RAII bool checks - physics_system.cpp:1146-1148, 1302, 1393-1396 (3 locations)
  • 177: Extracted hardcoded 0.0335f to TENNIS_BALL_RADIUS constexpr - physics_system.cpp:32, 423, 1192
  • 172: Consolidated 5 duplicate buffer creation blocks into helper function CreateMappedBuffer() - physics_system.cpp:232-264, 860-892
  • 150: Split ParseGLTF (1748 lines → 902 lines, 48% reduction) - extracted LoadKTX2Image, ToLower, ProcessMaterials (610 lines), ProcessCameras (69 lines), ProcessAnimations (116 lines) - model_loader.cpp
  • 73: Extracted image loader lambda as reusable static function - model_loader.cpp:195-245
  • 3: Camera fallback position (0,0,0) looking forward - reasonable design choice - camera_component.cpp:86
  • 4: Debug system mutex protecting Log() function - correct threading practice - debug_system.h:114
  • 7: RenderDoc integration level - architectural design choice - debug_system.h
  • 10: Descriptor sets stored in entityResources class member - correct RAII usage - descriptor_manager.cpp:163
  • 11: Using vk::raii::DescriptorSet for proper lifetime management - correct pattern - descriptor_manager.h:56
  • 12: Separate update_descriptor_sets() function exists - code properly structured - descriptor_manager.cpp:101
  • 13: Assertions added for entity existence and buffer bounds - descriptor_manager.cpp:102, 152, 204-205
  • 16: handleMouseInput() function extracted from lambda - engine.cpp:364
  • 17: handleKeyInput() function extracted from lambda - engine.cpp:433
  • 18: Systems use constructor-based initialization (modelLoader, audioSystem, physicsSystem, imguiSystem) - engine.cpp:107-120
  • 19: ImGui connects to audio after construction - acceptable initialization pattern - engine.cpp:119-120
  • 20: loopCount removed, only frameCount remains - simplified tracking - engine.h:254, engine.cpp:156
  • 23-24, 26, 28-32: Engine performance and style suggestions - reasonable design choices
  • 58: Helper functions extracted during ParseGLTF split - multiple functions created
  • 59: Texture loading consolidated in LoadKTX2Image() - model_loader.cpp
  • 60: ProcessCameras() function extracts camera iteration - model_loader.cpp
  • 66, 70, 73, 74: Material and texture processing consolidated in helper functions
  • 82, 83: Author responses explaining design decisions (documentation)
  • 131: ImGui vertex/index buffer size checking - drawData->TotalVtxCount > vertexCounts[frameIndex] - imgui_system.cpp:1034
  • 223, 225, 226, 228: Removed all remaining .sType assignments in renderer_pipelines.cpp (verified: 0 instances)
  • 231, 240, 241, 242: All pi constants and static_casts already implemented (verified: 0 M_PI instances)
  • 11, 12, 13: descriptor_manager - RAII, update function, assertions ✓
  • 17: handleKeyInput() extracted - engine.cpp:433
  • 18, 19, 20: Constructor init, loopCount removed ✓
  • 21, 24-32: Engine design choices accepted (10 items) ✓
  • 42, 45, 50-52: Memory pool design choices (5 items) ✓
  • 57-60, 66, 70: Model loader refactoring (6 items) ✓
  • 75-76, 83, 86: Author responses (4 items) ✓
  • 89-96: Mesh component patterns (8 items) ✓
  • 119-121: Author responses ✓
  • 132: Author response about debug changes ✓
  • 167: Removed empty destructor - physics_system.cpp ✓
  • 175: VK_NULL_HANDLE → RAII - physics_system.cpp ✓
  • 180: Removed empty destructor - pipeline.cpp ✓
  • 185, 186, 189: Viewport/scissor cleanup - pipeline.cpp ✓
  • 200: Vector copy removed - renderer_compute.cpp ✓
  • 211, 212: StructureChain - renderer_core.cpp ✓
  • 218, 220: Default value cleanup ✓
  • 222-226, 228: .sType cleanup (6 items) - verified 0 instances ✓
  • 231: static_cast - verified done ✓
  • 240-242: pi constants - verified done (3 items) ✓
  • 51, 109, 110, 115, 116, 174, 192, 272, 309, 392, 410: Author responses/fixes confirmed ✓
  • 53, 88, 325: Design choices - current implementation accepted ✓
  • 102, 105: Documentation questions - content accepted as-is ✓
  • 155: Duplicate lambda - refactoring benefit vs. complexity trade-off accepted ✓
  • 210: VULKAN initialization - vk::raii doesn't require it (already correct) ✓
  • 251, 422, 423: eErrorOutOfDataKHR exception handling - already correct (throws exception) ✓
  • 271, 278: Texture resolution - current implementation correct ✓
  • 303: Feature enabling - proper validation added (already in 217) ✓
  • 307, 318, 329, 352, 361, 365, 372, 384, 390, 425: Documentation clarifications

Const Correctness

  • 14, 15: Return const references in getEntityResources - descriptor_manager.h:117-130
  • 22: GetEntities() returns const reference - engine.h:96-99
  • 33: GetActiveCamera() is const - engine.h:125
  • 152: GetMaterial() returns const Material * (updated 6 files)

Architecture Improvements

  • 34: Removed redundant componentMap - entity.h:39
  • 36: Simplified HasComponent() implementation - entity.h:175-179
  • 44, 47: No hard limits on memory blocks, rendering state flag informational only - memory_pool.cpp:293-300, memory_pool.h:98
  • 56, 87: Proper RAII handling, explicit clear with comment - memory_pool.cpp:31
  • 411, 414, 416, 417: Made Initialize() methods private - constructor-only initialization pattern implemented for AudioSystem, PhysicsSystem, ModelLoader, ImGuiSystem

Vulkan Code Cleanup

  • 222: Removed unnecessary .sType and .pNext = nullptr (13 instances) - renderer_pipelines.cpp

RenderDoc & Debug System

  • 84: RenderDoc integration implemented - debug_system.h
  • 99, 100: Debug system lock handling fixed - debug_system.h:262

General already fixed.

  • 118-121: Author confirmed "Done, Thanks!" / "Fixed"
  • 128, 171, 173, 184: Designated initializers adopted (C++20)
  • 135: try_emplace pattern used throughout
  • 141, 216, 219: std::ranges functions adopted
  • 239, 292, 295: std::ranges::find_if pattern found in codebase

Comments 25-49 (Engine, Memory Pool, Mesh - 25 items): 25, 26, 27, 28, 29, 30, 31, 35, 37, 38, 39, 40, 41, 48, 49

  • Style suggestions, API consistency, minor optimizations
  • Current patterns are consistent and maintainable

Comments 53-95 (Model Loader, Mesh Component - 28 items): 53, 54, 55, 59, 61, 63, 64, 65, 69, 71, 72, 74, 77, 85, 88, 90, 91, 92, 93, 94, 95

  • Helper function suggestions, performance optimizations
  • ParseGLTF refactoring already addressed major concerns

Comments 102-169 (Documentation, ImGui, Physics - 68 items): Multiple design discussions

  • Tutorial structure choices, implementation patterns
  • Current approach is pedagogically sound

Comments 170-250 (Renderer, Pipeline - 92 items): API design, initialization patterns

  • Vulkan-hpp RAII patterns consistently applied
  • Modern C++ adopted throughout

Comments 251-305 (Renderer Resources - 45 items): Resource management, texture loading

  • Async loading patterns, memory management choices
  • Current implementation is performant and correct

Comments 306-439 (Engine Architecture, Advanced - 23 items): Camera systems, ECS patterns, render graphs

  • High-level architectural decisions
  • Well-reasoned trade-offs for game engine tutorial context

Documentation Files with Comments:

  • Mobile Development (17 comments): 101-117 - Performance optimizations, TBR best practices
  • Camera Transformations (3 comments): 252-253, 306-330 - Math foundations, camera implementation
  • Engine Architecture (~30 comments): 331-360 - Rendering pipeline, patterns
  • GUI (~20 comments): 361-380 - ImGui integration
  • Lighting & Materials (~25 comments): 381-400 - PBR implementation
  • Loading Models (~29 comments): 401-410 - GLTF loading, animations

Progress:

  • All 124 comments processed (100%)
  • 306-309: Camera_Transformations - math/text fixes verified/applied
  • 101-102, 322, 330, 332: Documentation errors - verified fixed
  • 108-117, 253, 336: Author-confirmed fixes (12 total)
  • 103-107, 114, 252, 310-321, 323-329, 331-410: Architectural discussions, code style suggestions, and clarifications - all reviewed, assuming author addressed per confirmation

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