Not dead...

...dreaming.
639 comments
455 entries
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_the_phantom_
December 23, 2016
C++17 and Memory Mapped IO

Repeated from http://imadiversion.co.uk/2016/12/08/c-17-and-memory-mapped-io/

In some ways this is a Part One of this subject, largely because my IO subsystem isn't in any way finished and I have literally just put something together so that I can get things loaded in to my test framework, but the …

5,732 views
_the_phantom_
December 03, 2016
C++ 17 Transformation...

I'm basically really bad at working on my own projects, but with the recent release of Visual Studio 2017 RC and its improved C++17 support I figured it was time to crack on again...

To that end I've spent a bit of time today updating my own basic windowing library to use C++17 features. Some of th…

12,165 views
_the_phantom_
March 06, 2013
Trends.
With the launch of SimCity I have noticed an interesting trend developing; the acceptance that the launch of any game will be a week of frustration and disconnections while the publisher sorts out the servers.

Note I said 'any game'.
Not a multi-player game.
Not an MMO.
Any game.

One fan of SimCity, whe…
3,556 views
_the_phantom_
December 11, 2012
"Valve Box"
Valve: "Windows 8 App store is bad!... btw you can now buy apps from our store!"

Valve: "Closed systems are bad! btw, here is our new closed system"

Gamers : "OMG YOU ARE SO RIGHT AND THIS ISNT AT ALL A CONTRADICTION HERE HAVE MY MONEY!"

*facepalm*
3,019 views
_the_phantom_
November 11, 2012
Conclusion 2.
The person who posted the first of the 'tutorials' we see on line these days has a lot to answer for.

While it is creating more "programmers" (and I use the phrase loosely) this reliance on tutorials with snippets of code and even video tutorials showing you everything is, imo, having a bad effect o…
3,242 views
_the_phantom_
November 10, 2012
Conclusion.
In all my years of programming, both professionally and as a hobby, there is one truth I've learnt over the years which stands above all overs.

Most people can't design software for shit.

This thought depresses me.
2,427 views
_the_phantom_
September 29, 2012
Slowly becoming more and more disappointed...
I'm slowly... oh so slowly... starting to crack.

MS have some blame to take here because they are apprently not communicating well enough but at the same time the latest Windows release is starting to bring out the Silly Season in a manner not seen since Windows Vista... in fact it's worse because i…
4,834 views
_the_phantom_
June 10, 2012
Week off.
I've had the last week off.

I had plans involving OpenCL.

Then Max Payne 3 happened.

Such a well executed game; the story was really good, the characters were realistic and engaging and there is nothing more satifying than doing a bullet time drive into a room and popping 3 guys in the head with 3 sho…
2,379 views
_the_phantom_
May 29, 2012
Sounding off....
There are two things I dislike about games and to an extent software development in general.

One of them are the gamers themselves; I could rant about this for ages but I'll refrain.

The other is the massive weight of resistance to anything new or not understood which seems intent on holding the whol…
2,208 views
_the_phantom_
May 09, 2012
Slow progress...
Not a great deal to report from the front; having spent a few hours on trains over the weekend I've managed to chew into the DLR book I have a fair chunk. It is slow going but progress is being made in my head which is nice.

Most of my time at work has been spent working on our new data build pipeli…
2,296 views
_the_phantom_
April 13, 2012
Learnings.
So, my own rendering project at home has been stalled of late : between Mass Effect 3, F1 races, going back to my home town and being ill I've not had the time to work on it too much.

The weekend before last I wrote some code to setup a simple Win32 window so that I could crack on but beyond that th…
1,786 views
_the_phantom_
December 14, 2011
6 months later....
So, I'm not dead still ;) however the last 6 months have been largely lacking in much of anything in my own projects.

What has gone down however is a slight change of work status; after OFP:RR wrapped up I got moved to another project to help that start up, which I was happy with as it was something…
1,743 views
_the_phantom_
June 12, 2011
To The Metal.
I'm trying to recall when I first got into programming, it probably would have been in the window of 5 to 7, we had a BBC Micro at home thanks to my dad's own love of technology and I vaguely recall writing silly BASIC programs at that age; certainly my mum has told me stories about how at 5 I was …
1,353 views
_the_phantom_
May 26, 2011
Kicking about an idea...
Scripting languages, such as Lua and Python, are great.

They allow you to bind with your game and quickly work on ideas without the recompile-link step as you would with something like C++ in the mix.

However in a highly parrallel world those languages start to look lacking as they often have a 'glob…
1,233 views
_the_phantom_
March 23, 2011
On APIs.
Right now 3D APIs are a little... depressing... on the desk top.

While I still think D3D11 is technically the best API we have on Windows the fact that AMD and NV currently haven't implimented multi-threaded rendering in a manner which helps performance is annoying. I've heard that there are good te…
2,358 views
_the_phantom_
January 16, 2011
Basic Lua tokenising is go...
Over a few weekends leading up until Xmas and the last couple since then I have been playing around with boost::spirit and taking a quick look at ANTLR in order to setup some code to parse Lua and generate an AST.

Spirit looked promising, the ability to pretty much dump the Lua BNF into it was nice …
1,265 views
_the_phantom_
January 15, 2011
On HD5870 and Memory
While gearing up to work on parser/AST generator as mentioned in my previous entry I decided to watch a couple of Webinars from AMD talking about OpenCL (because while I'm DX11 focused I do like OpenCL as a concept); the first of which was talking about the HD5870 design.

One of the more intresting …
1,194 views
_the_phantom_
January 12, 2011
From small ideas....
Some time ago now I had an idea for a game which spawned from reading about a perticular graphics technique in GPU Gems 3.
I decided early on with the game idea that I wanted to target DX11 hardware and multi-core CPUs only; mostly because I was under no illusion about a fast release time and partly…
1,131 views
_the_phantom_
October 12, 2010
Really, not dead...
So, I'm really not dead... which at least doesn't make this journal title a lie [grin]

It's been quite a busy few months for me, getting used to work, getting used to living in more than one room and getting used to being 100% single again (which I shant bang on about).

Work wise things are going wel…
933 views
_the_phantom_
August 07, 2010
Codemasters : Week 1
So, the move last weekend went off without a hitch; well aside from the window getting a crack in it about 30mins after leaving Brighton but that at least gave me something to watch as it made slow progress down the screen while the satnav seemed todo its best to make us avoid the M25.

Last weekend …
1,258 views
_the_phantom_
July 29, 2010
Moving, keep on moving...
So, about 4 weeks ago it was about 4 weeks until I move... now in less around 48h I should be moved.

So, the catch up;

On monday I start work at Codemasters just outside Southam/Leamington Spa for their action studio. While its a shame to be leaving Brighton I'm looking forward to the change and work…
969 views
_the_phantom_
July 04, 2010
Idleness.
So, despite being on garden leave I've not really had much traction on my projects.

I blame IRC.
And Company of Heroes.
And the World Cup.
[grin]

So, what have I done?
Well, to start with I've broken a few things in the particle system. After I got the fading working I decided that I was processing too …
943 views
_the_phantom_
June 05, 2010
Random numbers are the devil!
So, as my last post mentioned I had integrated some random number generators into my particle system and the results were very pleasing; once I had the code I could fade particles out with random 'group of four' life times and all was good.

So, I decided to test for speed the other night and hit a s…
1,164 views
_the_phantom_
May 26, 2010
Particles and Unemployment
The particle system is moving forward; I've fixed various update, clean up and spawning errors in the last few weeks.

I've also integrated the C++0x/TR1 random number generators and after a bit of a play I've decided I probably need to make those 'plugable' as well as you can get some intresting eff…
1,116 views
_the_phantom_
April 27, 2010
More Particles
I spent a bit of the weekend, between Civ4 sessions and starting a reply of COD4:MW, working on getting a renderer hooked up to the particle system.

The practicle upshot of this was that I had to finish off said particle system and the logic to make it run... ok, so it still doesn't render (I'll be …
1,096 views
_the_phantom_
April 02, 2010
More Particles
Particles.

Today was a bank holiday.
So I decided that as I'm not going to be about the rest of the weekend it would be a good time to do "bad things" [grin]

As I've mentioned before now I've been (on and off) working on a particle system type thing, but more 'off' than 'on' of late. Today I decided …
1,007 views
_the_phantom_
March 13, 2010
C++0x as per VS2010
So, I've come to a conclusion about C++0x; I do love the lambda stuff [grin]


float multiplier[] = { -1, 1};
int i = 0;
int j = 0;
std::for_each(dataPoints.begin(), dataPoints.end(), [&](PointAffinity dataPoint)
{
pData.m_driveValue = bands[dataPoint.side][j] * multiplier[sourceSelect] * 7.0f…
1,000 views
_the_phantom_
February 14, 2010
More Threads.
While I do have a plan to follow up on my last entry with some replies and corrections (I suggest reading the comments if you haven't already) my last attempt to do so made it to 6 pages and 2500+ words so I need to rethink it a bit I think [grin]

However, this week I have some very much 'work in pr…
1,090 views
_the_phantom_
February 04, 2010
Direct X vs OpenGL revisited... revisited.
A short time ago David over at Wolfire posted a blog entry detailing why we should use OpenGL and not DirectX.

The internet, and indeed, his comments asploded a bit under that. I posted a few comments at the time but didn't revisit the site afterwards, mostly because it wouldn't keep me logged in an…
3,019 views
_the_phantom_
January 13, 2010
Threads.
As I've mentioned before I've been working on a highly threaded particle system (not of late, but you know, its still in the pipeline as you'll see in a moment) however this has got me thinking about threading in general and trying to make optimal use of the CPU.

Originally my particle system was go…
1,110 views
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