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Elchi

Member Since 07 Mar 2012
Offline Last Active Jun 15 2014 02:58 PM

Posts I've Made

In Topic: Static Initialization and Ctors

26 June 2013 - 12:22 PM

Are you creating a SceneElement object, or an object that in turn creates a SceneElement object, statically anywhere? In that case, that object may be constructed before the map constructors, and thus the SceneElement constructor is accessing a not-yet-constructed map object.

 

For details: http://www.parashift.com/c++-faq/static-init-order.html and http://www.parashift.com/c++-faq/static-init-order-on-first-use.html.


In Topic: Voxel Terrain Performance (rendering)

20 June 2013 - 01:28 PM

Can you use texture arrays?  It would solve the tiling problem with merged faces.

 

 


In Topic: What's the true worth of an initial game idea?

13 May 2013 - 03:15 PM

Perhaps relevant...Ed Catmull (Pixar) on collective creativity:

 

http://www.resourceful-humans.com/Documents/Catmull-CollectiveCreativity.pdf

 

First paragraph:

 

A few years ago, I had lunch with the head of a major motion picture studio, who declared that his central problem was not finding good people—it was finding good ideas. Since then, when giving talks, I’ve asked audiences whether they agree with him. Almost always there’s a 50/50 split, which has astounded me because I couldn’t disagree more with the studio executive. His belief is rooted in a misguided view of creativity that exaggerates the importance of the initial idea in creating an original product. And it reflects a profound misunderstanding of how to manage the large risks inherent in producing breakthroughs.


In Topic: OXY - A programming language

20 April 2013 - 06:55 PM

Here's a decent tutorial:  http://llvm.org/docs/tutorial/


In Topic: Voxel traversal problem

14 May 2012 - 05:46 PM

// There's no problem here!
ray.Position.X += 0.5f;
ray.Position.Y += 0.5f;
ray.Position.Z += 0.5f;
int x = (int)ray.Position.X;
int y = (int)ray.Position.Y;
int z = (int)ray.Position.Z;


Actually...there is a problem there.

Try this: don't modify the ray position and use floor instead of casting to an int.

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