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Member Since 22 Aug 2011
Offline Last Active May 06 2013 12:34 AM

Topics I've Started

red black trees

18 March 2013 - 11:49 AM

Hey all!


I've been reading up on some of the more advanced data structures, and I'm kinda stuck on the red-black tree concept. 


I'm not able to grasp how the whole thing works. When I set out to implement it, I realized that I hadn't really "understood" anything about the RB tree other than the fact that it provides O(log n) operations. 


  1. Every simple path from a given node to any of its descendant leaves contains the same number of black nodes.


I find that rule very... unintuitive, Who would have thought of that? what's the rationale behind that?



These constraints enforce a critical property of red–black trees: that the path from the root to the furthest leaf is no more than twice as long as the path from the root to the nearest leaf


How? I'm not really able to visualize how there constraints imply something even CLOSE to that.


So, could someone give me an intuitive description of the Red Black tree?


thoughts on GGPO?

08 March 2013 - 08:35 AM

Hi all!


has anyone used GGPO, or some similar technique (rolling back when the users are not in sync anymore) ? it seems quite interesting.

If I remember rightly, supreme commander would quit the game on noticing any form of desync (it too would broadcast player events). would this technique have helped supCom and other games that use the same technique? I'm a little curious :D




Thanks all!


first game project EVER

08 March 2013 - 07:52 AM

shall I leave a link? :)






I had to stop development since the code became so very convoluted I had no idea what the hell was going on.


Still, did learn a hell lot :D

Breaking in as a non-american

08 March 2013 - 07:43 AM

Hi all!


I've always wanted to work in the games industry, and I've been learning quite a few things related to programming, game design and picking up C++ for around four years now. 


As a non-american student, after completing my Bachelor's in Computer Science (which is the degree that I want to take up), how would I go about applying for a job at a game company as a programmer?


Most international game companies do not have branches in my country. So, how would I go about this? I do have a passport, but do not own a visa to the US / other countries.


Thanks all!


General purpose void* addon

04 March 2013 - 11:14 AM

Hi all!


I've been using Angelscript for some time now, and I've been frustrated with CScriptAny's lack of flexibility, and the fact that you NEED to know the type of the pointer that you have while you instantiate CScriptAny. Hence, I've been writing a small utility that mimics most (if not all) the features of C's void pointers, while adhering to Angelscript. I'd be honored if this helps anyone smile.png


Basically, it behaves similarly to CScriptAny, except for the fact that it does not need the type of the pointer that you pass it. of course, having the type information is not a problem. So, it acts as a general purpose wrapper around all void pointers in C++ code that does not need type information to instantiate it. It can then be passed to angelScript from where data can be accessed from the voidPtr, similar to how CScriptAny lets one access it's contents in the script side of things. If the voidPtr has been instantiated with type information, it behaves like CScriptAny, allowing conversion between int, float, double as well as betwen base class / derived class relationships. BUT without type information, this cannot be done. Hence, caution needs to be exercised while using this without type information(just like normal void pointers), since such conversion cannot be done automatically.



it's in a Visual Studio 2012 project. On executing the project, it shows off the features of the addon, (accessing primitives, object types and handle types from the script side  when the voidPtr class is created in the C++ side without type information). the main() function is present in voidPtr_Addon_Real/voidPtr_Addon_Real.cpp. I don't really have experience with Linux or Mac, so I'm sorry that I wasn't able to make it platform-agnostic. 


The two files that contain the addon are voidPtr.h and voidPtr.cpp.

The path is voidPtr_Addon_Real/voidPtr.h. The cpp is also in the same folder.

The script file is in script/voidPtr.as

The exe is in Release/voidPtr_addon_Real.exe

forgive the horrendous project name ;)



I've tried to keep it minimal. It does use templates for some ease of use, though it can be rewritten to not use them.

Also, I have a feeling I've missed one or two things while programming this (things like overflows for very large numbers) so do tell me if there's anything wrong with the code.


Here's the Google Drive linkhttps://docs.google.com/folder/d/0B_CmqmRQ2-AzS1plUWVSVXpNWDA/edit?usp=sharing


TL;DR - addon for angelScript that allows void pointer use without requiring type information. acts as a generic void pointer wrapper.


Thanks all!