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Member Since 18 Nov 2008
Offline Last Active Today, 03:28 PM

#5316109 Moving from plain "ascii" to XML?

Posted by on 21 October 2016 - 01:15 PM

I'm planning to move from reading ascii/ plain text from files, to XML.
I'm trying to keep things simple,


You have simple.  Moving to XML buys you what exactly?  Bloated and less readable data files?  Slower parsing?  Dependencies on third party XML parsers?

#5310008 Looking for feedback on my game engine

Posted by on 08 September 2016 - 02:25 PM

In my experience this type of top-down design is a very ineffective way to build a game engine.  A far better approach is to start with a complete game (no matter how horrible its code) and refactor it in a series of incremental steps (where each step is a functional game) with the goal of separating the code into game and engine components.  Now you have a working game engine and some understanding of the actual problems you'll need to solve to make that engine better.

#5296108 whats the "Big O" of this algo?

Posted by on 11 June 2016 - 12:36 PM

number of iterations = n(n+1)/2 = (n^2 + n)/2


so O(n^2)

#5290307 Colorimetry: Violet

Posted by on 05 May 2016 - 02:07 PM

Also keep in mind that color is a sensation, a perceptual response to electromagnetic radiation.  It is not a physical property.


Thus you can't say certain wavelengths are violet; you can only say we see these wavelengths as "violet".  

#5284901 In terms of engine technology, what ground is left to break?

Posted by on 03 April 2016 - 01:39 PM

several orders of magnitude, I'm talking between 4x & 10x difference

Wait.  Isn't an order of magnitude 10x?  Or did I learn that wrong?

#5234371 MIT: Is it even remotely possible?

Posted by on 11 June 2015 - 04:23 PM

You can check the admission stats here:  http://mitadmissions.org/apply/process/stats


Note that for international students there were 119 admitted out of 3940 who applied (3%).




#5199016 3d Collision Detection

Posted by on 18 December 2014 - 04:26 PM

I've implemented both approaches.  I was surprised to find that the "intersection method" is far easier to get working in a robust way because it is entirely based on handling overlap.  In the other approach overlap is a failure case that you must prevent.  This becomes tricky when handling contact, i.e., zero distance intersection.


Preventing "pass through" with the intersection method is usually handled by updating an object using substeps of the total time step based on its velocity and bounding volume size.  This impacts performance only for small and fast objects (in which case you can probably get away with raycasting).  


Of course implementing your own collision/dynamics rarely makes sense these days.  I'm assuming you have a good reason for not using Bullet or some other SDK.

#5193497 Using RealWorld People in Games and law?

Posted by on 18 November 2014 - 02:01 PM



#5191728 xaudio2 problem

Posted by on 07 November 2014 - 03:19 PM

In Xaudio2 I am SubmitSourceBuffer() and start() ing multiple IXAudio2SourceVoice* at the same time, I am hearing some cracking noise and I think it is because the Masteringvoice() mixes those voices by just adding them together without normalizing the final output.

Is there any function in the API that configures how voices are mixed?


Yes, they are just added.  If you play two or more sounds that have a full range of amplitudes at full volume, you will run into the problems you are encountering.  It's essentially 16-bit values overflowing/underflowing.  


You can set volumes in Xaudio2 in many ways:  http://msdn.microsoft.com/en-us/library/windows/desktop/ee415796(v=vs.85).aspx