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Member Since 20 Mar 2012
Offline Last Active May 11 2016 05:21 AM

Posts I've Made

In Topic: Integer scaling

19 September 2013 - 10:21 AM

This is probably purely academic now, but it's kind of interesting lol smile.png


Alvaro, as your formula:


3) result = (a * (1 + 2*b) + 256) / 512


seems to essentially be 'diluting' the inaccuracy (as far as I can see), is it possible to use 'bigger numbers' to make the approximation method more accurate?


i.e. would using 1024 instead of 512 make it better? Essentially using whatever you could fit into say, a 32 bit unsigned int?


Haha my maths is clearly lost here lol biggrin.png

In Topic: Integer scaling

19 September 2013 - 08:29 AM

Wow thanks Alvaro. I'm sure a few of you have come across this exact issue.


I just was looking at it this morning, wondering at the best solution, as I'm doing an photoshop-like program at the moment so can sacrifice speed for getting the most accurate solution, but still want the 'fastest' accurate solution.


Must admit it makes my tiny brain go all fuzzy lol.


So is the


result = (2 * a * b + 255) / 510


more accurate than


result = (a * b) / 255



If so I'll change my code for this.

In Topic: Difference between software engineer and programmer

03 June 2013 - 09:15 AM

Job title inflation, imo.wink.png




It's like calling a toilet cleaner a 'sanitation engineer'.

In Topic: programming game levels

14 March 2013 - 02:08 AM

P: If you do create a level editor, I recommend letting it share code from your game engine instead of writing totally separate code just for it.


Agreed, shared code is a very good idea.


You can also sometimes even build the editor as part of the game (lots of shared code!), depending on the project. However it takes a bit of discipline / modularization to stop the editor code interfering / complicating the game code, which is the trade off against the ease of 'getting something working'.


In my current 2d project I just change a #define and rebuild and it builds as the editor - switches off the game logic, adds menus and functionality for moving objects around on maps / changing terrain, loading / saving maps etc.


This isn't always feasible though. 3d levels in particular are often made poly by poly, rather than by just moving pre-built assets around. This is a much more complex editing task - and for this kind of thing level builders are more likely to use 3rd party software, like 3d studio max, maya, brush-based world editors etc, perhaps with plugins / conventions for adding game specific stuff. They may also do things like import the 3d levels into another editor (for adding more gameplay elements, pre-processing etc) prior to use in the game.


But when it comes down to it, the level itself is data, rather than 'part of the program', so it's usually (99.9% of the time) best to load it from a separate file rather than try and hard code it into the program itself.

In Topic: Sony and the PS4, I'm Impressed. Your Thoughts?

21 February 2013 - 04:03 AM

x86, UMA, with a AMD GPU?

Interesting. Although the big question on everyone's lips has yet to be answered:


'will it be running windows 8?' ph34r.png


Hope it goes well for them though, it's a shame to see Sony bleeding money at the moment.