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Member Since 25 Apr 2001
Offline Last Active Today, 01:46 PM

Posts I've Made

In Topic: Rendering commands container implementation dilemma

24 August 2014 - 08:00 AM

You got it right. There's no need to store an end of command since, after you've read the command ID you should know exactly which params should follow,and then you should know how many bytes to read till the next command. You may instead want to use a special command and append it at the end of the stream so that, when reading the buffer, you can easily understand if you reached the end of the command list. This command list is API agnostic so you can use with dx/ogl, since it's up to you to define which command your list will support

In Topic: Rendering commands container implementation dilemma

23 August 2014 - 06:25 AM

I use a buffer, with a counter that "points" to the first free byte ( starts at 0 ends at buffer size -1). Every command is a byte (sort of command ID) followed by additional bytes (ie parameters) if needed. If I run out of space, I simple realloc the buffer giving it some more memory than before. During debug, I break on this reallocations so to have an idea of how much memory a buffer needs and with this data, I prealloc the buffer at startup. To my experience, prealloc a few kb (2 or 3) will be more than sufficient and rarely will run out of space.

In Topic: Voxel-based lighting

21 August 2014 - 08:47 AM

Couldn't you add a single bit for each voxel that tells you of the voxel is already in light list or not?

In Topic: Best way to traverse a 2d array to dertermine the winner in Tic-Tac-Toe

14 August 2014 - 06:08 AM

For something as simple as this,I would go with simple brute force. After all, you only have to check 3 rows, 3 cols and 2 diagonals

In Topic: MMORPG idea - need help

01 June 2014 - 05:24 AM

Pirates of the burning sea, or something very close, is the game you are looking for. Very close to what you described, and I think it's also free to play