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achild

Member Since 19 May 2007
Offline Last Active Yesterday, 03:06 PM

Posts I've Made

In Topic: DigitalRune Engine Opinions

14 November 2014 - 03:54 PM

If this is for a new game project, what are your criteria for choosing this instead of something else out there?


In Topic: Current state of custom and commercial game engines as of 2014

28 October 2014 - 01:44 PM


And yet another topic is the relative lack of low level and techniques/new tech tutorials or articles, as they're not so many as they were years ago. This is also a byproduct of the game engine/tech developers, due to this new segregation of the market.

Must disagree with that. If anything, there are more low level techniques being shared than ever, IMO.

 

Anyway, if tool dev is your thing, I guess you'll have to come up with something that hasn't been done yet, or at least something you could do better. Without knowing your experience, it sure would be nice to have a good dynamic music creation tool available, for instance. Point being, there are tons of niches that haven't been filled yet...


In Topic: synthetic instruments tutorials?

28 October 2014 - 06:43 AM

The simplest type of synthesis is subtractive synthesis. There are others, but you should definitely start there (don't be fooled - subtractive synthesis will give a huge variety of sounds).

 

That link actually provides a fantastic yet simple explanation, so I would probably fall short in trying to go any further or summarize here. Cool project - have fun!


In Topic: [Fixed]Image parsing : Read all file or x bytes at a time ?

27 October 2014 - 01:22 PM

It was the debug, I set the configuration to release and suddenly it worked in less than a second smile.png

 

I guess I should read up on debug time sanity checks, I don't really know much about those.

 

For instance - every time you have something like this 

 

bufferRestOfFile[index + 2]

 

the code for std::vector in a debug build will typically check that the index given in the [] operator is a valid index into your vector. If it is not, it will assert or throw an exception, depending on implementation.

 

In release builds, this is generally not done, but in debug builds it is normal.

 

Side note: There are usually flags you can set at compile time to configure the depth of debugging done, depending on how much you need checked vs how much speed matters in your debug build.

 

Side side note: Some people will actually enable these debugging features in release builds for security purposes (and do other things such as reference the raw data pointer when this is a speed bottleneck and they have verified the safety of what they are about to do)


In Topic: Problem with my zooming feature after panning

24 October 2014 - 08:19 AM

Someone might see something, but nothing pops out at me as "the reason".

 

If this were my problem to solve, I would first factor out camera code - totally separate it from circle and world (canvas) logic. This separates the responsibility of each piece of code, and makes it far easier to debug, maintain, add on to, read, etc. Right now it's beginning to be spaghetti-y, and the potential is there to get much worse (thus harder to parse, use, fix, etc.).


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