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GM5

Member Since 21 Nov 2007
Offline Last Active Private

Posts I've Made

In Topic: which side of my shooter

19 January 2013 - 02:21 AM

Thanks for the replies.

 

It was 2D and they are position vectors so I have compared x's and now I know of alternatives for more complex situations, thanks again.


In Topic: Recursive Dimensional Clustering problems

24 March 2011 - 09:47 AM

I've implemented RDC within a 3D environment; it was by far the most complex implementation of my all the spatial locality mechanics covered. It uses some x vectors with reserved sizes, plenty of memory going to waist but the focus was performance. When applying brute force to the clusters found, RDC out preformed brute force sufficiently when objects were in small clusters and not densely packed. It proves to be an efficient algorithm for finding clusters of objects, for example arrangements you might find in say starcraft where units spend allot of their time bunched (the algorithm finds the cluster, it’s up to you how you deal with the cluster, if you were to brute force the cluster and it had a significant number of elements then yes it would be slow, the idea is that you could apply group logic to the cluster, or you might have a reason to want to know what object are bunched up).


In Topic: SDL or OpenGL

11 October 2009 - 07:18 AM

Pick up XNA its fantasic for begginers, don't bother with 2D games, get going with 3D, its all 3D now these days, even 2D games.

JonRambo

In Topic: c++ template challenge

11 October 2009 - 07:07 AM

Hi there,

If performance is your concern and you have to keep the syntax then how about using a macro to break the line up into more efficient code without the users knowledge.

-JonRambo

In Topic: DX10,Vista, Screen Capture, Full Screen. How to?

02 October 2009 - 07:39 AM

Seems good, thanks again.

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