Jump to content

  • Log In with Google      Sign In   
  • Create Account


Dragonion

Member Since 15 Aug 2010
Offline Last Active Jul 31 2013 10:30 AM
-----

Posts I've Made

In Topic: Poll: Does Gladwell's rule apply to game programming?

13 July 2013 - 03:14 AM

No, it states that it takes 10.000 hours to become an expert.

 

Becoming a pro doesn't take any time at all, nor is being a professional any indiciation of actual skill (It just means that you're doing something for a living). Many professionals are really quite bad at what they do. (This is especially true in fields with low competition),

 

Obviously being good at something makes it easier to become a professional but they are separate issues.

 

10.000 hours is a good amount of time to become very good at a very specific field of programming.

Fair enough, I just updated the question (although one could argue that there really is nothing stopping anyone from calling themselves an expert either)


In Topic: Feedback on a demo Track! Mixing/Balance

25 May 2013 - 11:42 PM

As for the beginning I guess you could add a few discrete effects here and there although I personally think it sounds pretty good with a simple synth and a few echoing "blobs". As for the kick I guess it's a matter of either boosting the lower freqs a bit with some EQ, finding another sample/VST/RTAS, or perhaps adding an emphasizing bass drum wherever you need some additional punch. The "haha"-break sounds fine imo and I'm sure you can fix the supposed emptiness with some good mastering software like iZotope Ozone 5. That said, I think it's a good idea to let it rest for some days. I know from my own experience that working on the same track too many days in a row tends to kill the enthusiasm.


In Topic: Feedback on a demo Track! Mixing/Balance

25 May 2013 - 12:02 PM

I don't know how helpful this is but the mix sounds fine in a regular Razer headset. Good and full atmosphere. The composition is also good although it really isn't a genre I usually listen to. Very creative with all the mouth-generated sounds.


In Topic: New is SLOW!

04 December 2012 - 12:28 PM


However, in referrencing the loop is translated because two external functions (the int constructor and -destructor) are called in each iteration.

The int constructor and destructor are trivial and not present in the compiler's output. The two function calls you see are the memory allocation and deallocation.


True. But for the sake of simplicity I took the liberty of using the words "constructor" and "destructor" as aliases for the entire memory allocation/de-allocation processes they initiate when you use them.

In Topic: New is SLOW!

04 December 2012 - 12:09 PM

Hello all.

I just ran the following two functions 100 times each ...


When using MSVC your code is translated like this:
[source lang="plain"]?passing@@YAXH@Z (void __cdecl passing(int)): 00000000: C3 ret?referrencing@@YAXPAH@Z (void __cdecl referrencing(int *)): 00000010: 56 push esi 00000011: BE 40 42 0F 00 mov esi,0F4240h 00000016: 6A 04 push 4 00000018: E8 00 00 00 00 call ??2@YAPAXI@Z 0000001D: 50 push eax 0000001E: E8 00 00 00 00 call ??3@YAXPAX@Z 00000023: 83 C4 08 add esp,8 00000026: 4E dec esi 00000027: 75 ED jne 00000016 00000029: 5E pop esi 0000002A: C3 ret[/source]
As you can see, the first function, passing, is reduced to a single ret instruction making it equivalent to this one:
[source lang="cpp"]void passing(int j ){}[/source]
In other words, through optimization algorithms the comiler "concludes" (notice the qutation marks because we a talking about a piece of software) that the loop is redundant and removes it entirely from the function body. However, in referrencing the loop is translated because two external functions (the int constructor and -destructor) are called in each iteration. And even though it may seem like this could be optimized out of the loop as well, as soon as you invoke an external function things change quite significantly from a complier's "point of view" because the function's implementation isn't part of your code and is stored in binary form in some library (or object) file on your hard-drive.

I hope this answers your question.

PARTNERS