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Member Since 10 Mar 2008
Offline Last Active Today, 04:05 AM

Posts I've Made

In Topic: Is This A 'thread Deadlock'?

Today, 04:00 AM

Exactly as Sean said, I will try to recapital it more shortly.


If a single CPU core (or CP unit) does a write operation, and ends by that moment, there is no reason for moving the writen operation out from closest cache up the laddder to the RAM, and if another CPU core reads a value, there is no need to read it up the ladder from RAM if it is being hit in the cache (L1,L2 whatever). A lock keyword for example ensures that- reading this variable entity is assured done from RAM (or L3 shared), and ending a lock says that, this variable entity is written to RAM (or L3 shared at least).


(Remember lock keyword carries () operator in which you specify the criticaly obseved variable entity. The inside of block has nothing to do with specific of other safe variable, only the operations done to do the achievement)


Simply, a single assignment operation does not happen on a level visible to RAM or other cores. That what may get you confused as  - I did this =, why my thread reading this is not this :)

In Topic: Trafic And Activity To The Forums Are Lower?

24 July 2016 - 01:11 AM

Obviously I'm joking! 

Got your message. :)

In Topic: Good Pc Games

23 July 2016 - 08:16 AM

I would add up Clive Barker's Undying.


It is a single-player FPS, very well designed and I have finished it complete, without a single boredom.

In Topic: Polygon Selection

22 July 2016 - 07:34 PM

You still do not need a BSP spatial atomizing, just examine what AABSs (axis aligned bound spheres) or AABBs ( axis aligned boundig boxes) are penetrating unlimtited ray, and do test those geometries in detail afterward.

If you can even pre examine by the depth/distance order of them, you are well saved of arbitrary scene complexity influencing a ray cast test :)


If your scene objects does not cary a trivial information of its AABS (4 numbers, 3d postion and radius) forget about BSP trees at that very point.


In Topic: What Makes A Game Look Realistic?

22 July 2016 - 03:35 PM

I think that.... lightning illuminates something. And that we pay too much atention to the lightning itself only, omiting what we illuminate. Normal map is a picture! A constant set of data (an identical thing under angles is identical thing to human observer).

Seeing all the time the very same thing under angles, while it would have been changed radicaly in reality!

This is blocking the actual interactive realistic video experience. We need to have volatile surfaces, normals, etc. Games can produce realistic stills, but if you move in them- Ups!