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Reflection in C++: The simple implementation of Splinter Cell

[In this reprinted #altdevblogaday in-depth piece, Lionhead and Ubisoft veteran Don Williamson shares the simple reflection API developed to replace Unreal’s object model in Splinter Cell: Conviction.] The first part in my Reflection in C++ series gave a high level overview of many of the possibilities open to you when adding reflection to your games. In this second part I’m going to go into details and cover the system used to aid the rendering engine …