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Member Since 31 Jan 2012
Offline Last Active May 21 2014 12:07 AM

Topics I've Started

High res Diffuse and depth image

30 January 2014 - 08:25 AM

I'm searching for 1024x768 (or more) images for testing few shaders, those images must perfectly align, I tried searching on the web but I find always JPEGS (quality loss, and is causing artifacts), or images that don't align perfectly.


- Aligned

- High-res


- Diffuse (RGB)

- Depth (8 bit is nice, but if anyone have 16/24 bits encoded in RGB channels that is nice too)

- Normals( not strictly required but nice to have normals too ).


I know I'm asking too much, but testing shaders oh spheres and cubes or using mis-aligned/lossy images is gettin me crazy.


This is for personal use only, still I'll glad to mention anyone helping me. thanks!

C++ string/stream

11 June 2013 - 04:52 PM

Hi I was wandering the C++  STL's reference and I think I'm missing something


Actually I have a InputStream (ifstream) and I want to read exactly N characters from the stream, but I don't want to put them into a char[N] buffer, but I want to put them inside a std::string (eventually by first calling "str.resize(N)")


Wich is the fastest way for doing that?


actually I'm doing


for( int i=0;i<N;i++){
    char c;

but it is really really slow :(

FileSystem libaries

03 June 2013 - 06:40 PM

Do you know any good filesystem library?

please no PhysFS (C, nice but can't be extended without much effort and anyway does not provide polymorphic interfaces)

please no boost (heavy, hard to build, can't easily get only the file system dropping the rest of the library)


Possible there are only 2 filesystem libraries around all the net?

Entity VS Behaviour

20 July 2012 - 03:21 AM

I was reading about Entity systems, they look great, but I think they cannot handle all the work. The definition of entity system is

-System (logic)
-Entity (a number)
-Components (Data)

When I need complex Logic Isn't more worth using "logic bricks"? (for example I see hard implement a different AI for each component with a single system. A composite behaviour tree looks much more natural to mee with all the states implemented by separate classes).

The same applies to Animation System. Every scene node potenially animates in a different ways, and the only logical way to me to implement an animation is with a new class with a common interface.

For example If the system accepts only keyframes and bones for animation, I can't use the system for example for syncronize that particular animation with an event, doing that will require dedicated code in the AnimationSystem for what probably will be only a isolated case. Another approach so would be using a SynchroAnimationSystem only for that particular AnimatedComponent (from an entity point of view). But that will seems obese to me, since on long run there will be zillion Systems and making systems communicate within them will get harder.

So I start see limits:

Overgrowing systems (lot of code for particular cases in the same class) <---> many systems

Also certain things works better as behaviour trees (for example a Chain of Responsabilities, or State Driven logic) I see hard to make them become Entities system.

Simple game with cloudant

07 July 2012 - 02:01 AM

Hi! I wished to learn how to use cloudant for a simple game.. Is there any chance to create executables using C++ that can use Cloudant (compiler mingw), where is the API documentation? and what library to download?