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Member Since 16 Jan 2011
Offline Last Active Today, 07:56 AM

#5296909 Is C++11's library a magic bullet for ALL multicore/multithread programming?

Posted by imoogiBG on 17 June 2016 - 12:56 AM

https://www.threadingbuildingblocks.org/ this is pretty cool library for parallelism. A year ago there was a post that states that the library is no longer under GPL license and can be freely used for commercial projects, however I cannot find a version of that library on the the internet with such license. 

Otherwise i really like tbb ^_^

#5295054 Quaternion camera problem

Posted by imoogiBG on 05 June 2016 - 03:36 AM

You cannot directly obtain it, What you need is to convert your quaternion to Tait-Bryan or Euler angles.

#5291911 Plane equation, + or - D

Posted by imoogiBG on 16 May 2016 - 12:40 PM

Ax + By + Cz + D = 0 

I think that this form is more used because it is in sync with the rest of the math. Additionally it is much easier to memorize formulas if there aren't many different version of the sign.

And of course depending on your logic behind it it is a bit more intuitive (or vice versa)

#5289772 Use which kind of generic string?

Posted by imoogiBG on 02 May 2016 - 01:12 PM

Currently we store our string internally as UTF8 and we do operations between UTF8 strings. The cool thing about UTF8 is that they work perfectly with std::string(or in out cause a lagacy string class that was implemented around char*) (as the 0 will be found only at the end of the file).
Under windows we convert to UNICODE/MBCS when needed(example is winapi specific function as OpenFile, SendMessage, CreateWindow...)
The unix based platforms already use utf8 as a native string.


Actually a good starting point would be to do what the guys form Autodesk Maya do with their MString (see MString::asChar method(it returns the string value in a platform native format)). 

BTW a side hint:
In the MSVS  in the debugger's watch windows if you type "mystringVariable, s8" the value of "mystringVariable" is going to be display as UTF8 string an not as a MBCS string ^_^

#5288731 Where to learn 2D Math for game dev

Posted by imoogiBG on 26 April 2016 - 04:33 AM

Just learn linear algebra and analytic gemetry (not sure if thats how you call it in english).

Both are really sumple, just take a bit time to master it. After you learn those things you will know what to learn next.

Additionally learn calculus :)

#5288623 Best Laptop for Game Development and Programming?

Posted by imoogiBG on 25 April 2016 - 11:08 AM

Buy a PC if you can. 

I've just bought Asus ROG G551JW about 3 weeks ago(I've added 8GB more RAM). It works flawlessly (so far). The 15'' screen isn't a big issue to me as I hook it to my 24'' monitor, and if when need (which is rarely) I unplug it and I'm still able to code on the laptop's screen.

I would like to know from your personal opinion or advice, which laptop could suit my standards and get me through college?

A 350EUR laptop could easily  do that job,

#5286332 Game concept

Posted by imoogiBG on 11 April 2016 - 11:45 AM

I also think that the game is about run and jump.

#5285746 Typing skills

Posted by imoogiBG on 08 April 2016 - 02:09 AM

At best I type 50 words per minuite.

#5285551 Input Polling - Low Latency API

Posted by imoogiBG on 07 April 2016 - 01:44 AM

i typically poll at 15 Hz minimum. its about as slow as you can go and still be sufficiently responsive.

If we assume that his game works at 60 FPS, that means that he polls the keyboard state once per frame.

#5284908 In terms of engine technology, what ground is left to break?

Posted by imoogiBG on 03 April 2016 - 02:17 PM

- Physically-Based Rendering

We are not even close.

#5284586 Animated grid of quads UI Control

Posted by imoogiBG on 01 April 2016 - 03:13 AM

There was a guy here who did really cool things with non-linear spaces...


Unfortuanatley you cannot implementing just by multipying by a magic matrix(because the transformation is not linear).


Additionally this effect could be "replicated" using gradients. 

for example if you have a focus point F, meaning that the "objects" around it are going to bend depending on their distance to F(or something similar, depends on the effect).

A more realistic solution is that they render the UI normally to a texture, and then use this texture on an already bended model (drawn by an artist or generated via functions).

#5284585 Euler angles rotation represantation

Posted by imoogiBG on 01 April 2016 - 03:05 AM

"(a,b,c) and (d,e,f) possible to correctly slerp into each other"

A qustion here, if both represent the same rotation why would you lerp between them?

Everytime I see "Euler angles" my blood freezes, because it's such a pain to do any calculations with them. Additionally the 99% of the internet doesn't know that there is a difference between extrinisic and intrinisic euler angles...

#5282880 Should I give up?

Posted by imoogiBG on 23 March 2016 - 08:29 AM

I can tell you that most defenetley you can't be a game developer and I know that I'm right so you MUST quit it and be a lawyer.

Who can be a video game developer?


Definetley not you!


It's up to you if you're going to beleve me or not ^_^

#5281686 Constant buffer per object

Posted by imoogiBG on 17 March 2016 - 09:36 AM

In my application i have 2 cbuffers (per stage, in theory you can use only two for all stages).
1 that is updated once per frame and the other is updated for every object.

Those 2 buffers are always bound!
I update them via Map/Unmap and I found out that for my case  binding once buffer and updating it multiple times via Map/Unmap is much faster than just binding new cbuffer.

#5280232 Laptop and desktop shows different results.

Posted by imoogiBG on 08 March 2016 - 02:43 PM

Give us more details? What rendering APIs do you use. What is the API version on the desktop and on the laptop? Are you sure that there aren't missing resources or wrong paths?