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Triangles-PCT

Member Since 23 Oct 2011
Offline Last Active Dec 29 2015 07:18 AM

Posts I've Made

In Topic: How phat is your v%#!&x?

02 December 2015 - 11:22 PM

16 byte per vert

 

10/10/10/2 for position and 2 bits that aren't being used atm

10/10/10/2 for normal encoded into x/y. The last 12 bits aren't used atm

 8/8/8/8 - albedo in first 3, shadow value in last

 8/8/8/8 - roughness, spec, and ao. Last is unused.


In Topic: How much performance improvement does SSE provide?

03 July 2015 - 05:56 PM

 If you use SoA format and have long enough instruction chains it isn't hard to get 4x for SSE and 8x for AVX

 

You can also do things in AVX/SSE such as  (FMA, rcp_sqr, rcp) which will outperform standard C++ in specialized cases, and easily go over 8x

 

 I have a bunch of template math functions when can be invoked either with AVX types or standard C++ float. The difference is about 10x.


In Topic: Am I crazy for wanting to switch from Ue4 to Unity?

25 April 2015 - 07:41 AM

 UE4 tends to take longer to compile than an ideal C++ setup would allow.  

 

 Their custom build tool is slow, and in general, the code is over coupled and skews toward the broken Java model of inheritance

 

 It is possible to have very fast iteration in C++, but it requires a lot of stupid work that smarter languages do for you.

 

If you are just working on a hobby game, you might be better off doing most of it in Blueprints, or as you said, using a different engine.


In Topic: What IDEs are recommended for Lua and/or Python?

17 April 2015 - 02:17 AM

Writing lua: sublime, zerobraine

Debugging lua: decoda or BabeLua


In Topic: Gamedevs presenting language problems to C++ standards working group

15 April 2015 - 10:19 PM

 Many of the complaints in the paper are out of date( as the follow up comment often shows), why include that stuff?

 

Wanting the language to remove global new is abit silly  

 

Regarding customizing vtables, I think typeclasses would be an improvement over the inheritance crap we have today for runtime polymorphism, so a proposal for that would be nice

 

I think the biggest improvement for games in c++17 would be modules, most of the rest of this stuff like flat_map we can already do ourselves(although it would be nice to standardize it)

 

Maybe we need to switch to Rust, it has almost none of these problems..

 

 

 

 

 

 


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