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metsfan

Member Since 25 Mar 2012
Offline Last Active Aug 03 2014 10:28 AM

Posts I've Made

In Topic: How to tell if a function parameter is an object?

01 May 2014 - 08:38 AM

I do something similar. Here's a snippet of what I do (in debug-only):

 

Maybe this thread will help you choose to call just one or the other: "SetArgAddress can be used for both references and handles. For handles it will not automatically increment the object reference. SetArgObject can be used for handles, references to objects, and objects sent by value. For handles it will automatically increment the reference, and for objects sent by value it will make a copy of the object. Usually you'll want to use SetArgAddress for references, and SetArgObject for handles and objects sent by value."

 

 

I did see that quote, but I do want the behaviors of SetArgObject to be used if at all possible.  I will give your solution a try.  I inspected the code to get a variable's type ID, and I don't like how much code is executed just to get a value that is already cached in the asCScriptFunction object, which is why I was hoping there was another way, but this seems like it would work out fine  Thank you.


In Topic: Texture Swapping: Does size matter?

05 March 2014 - 09:59 PM

If you're talking about standard desktop GPU's, binding a texture generally isn't going to cause any memory to move around. For dedicated GPU's the driver is going to keep all of your textures in GPU memory as long as everything fits, and so the "swap" is mostly a CPU-side operation involving pointers. In that case the size of the texture shouldn't have any bearing on the cost of switching.

 

Perfect, thanks.  Yes, I was referring to dedicated desktop GPUs.  


In Topic: Most Widely Used Programming Language (for games)

29 December 2013 - 04:53 PM

 

I don't appreciate you putting words in my mouth.

I speak in generalities, not universal truths, and I would hope you'd be attentive enough to notice that. I'm not saying anything about "everyone" I'm saying that there is a definitive trend. Which means there will be exceptions.

I also never said C++ wasn't the best available choice for some applications. I just happen to think that that's a damned shame.

 

 

What is this "trend" you speak of?  Do you have data or a study to back up your claims that the majority of C++ developers are inexperienced, closed minded people who dont know any better?  If you want to talk about trends that's fine but you have to provide some proof that there IS a trend.   You have not spoken in anything but personal opinions.  Which is fine, you are entitled to your opinion.  But there is no trend.  Simply by stating that your words represent a general truth or a "trend" about C++ developers is proof that what I said is correct: you believe your own personal opinions and biases to be fact.  They aren't.  This will be my last post on the matter, so enjoy the last word.


In Topic: Most Widely Used Programming Language (for games)

29 December 2013 - 10:12 AM

Why do you presume I was talking about you?

My statement stands: most people who like C++ don't know any better.

There are occasional people who like C++ and do have wide experience, which is fine. Some people also like having hot wax poured on their genitals. To each his own, but don't ask me to participate with a smile on my face ;-)

 

Your statement does not stand, and is extremely judgemental.  C++ is a great language with many strengths that make it a great choice (and sometimes the best choice) for a wide variety of projects, and there are many great programmers who enjoy using it, some of which I work with every day.  Of course it has weaknesses too, but so does everything man-made.  You can say the reason I like C++ is because I don't know it, and I'd respond by saying the more I learn about C++, the more I do like it.  And no, I don't like having hot wax poured on my genitals tongue.png .

 

 

People who like C++ typically are the ones lacking experience in other languages and development paradigms.

 

Translation: "It is a fact that what I don't like is terrible, and everyone who likes what I don't like is stupid".


In Topic: Most Widely Used Programming Language (for games)

26 December 2013 - 10:04 AM

I'd say that your goals are the most important thing in choosing a language.  Are you trying to get a job in the game industry? Or just make a small game for fun?  Or are you looking to make money?  Is the game going to be 2D or 3D?  If your goal is to land a job at a AAA studio doing game or engine development, then you HAVE TO learn C++.  If you just want to make a game for fun or to make money, pick a higher level language, like C#, Java, or Objective-C.  Performance is only going to matter if you have a very CPU intensive game (such as a first person shooter or any other game with lots of physics calculations).  Most of the work these days in games is done on the GPU, which is irrelevent of language.  If you are making a 2D game, these factors are even less relevent, and you can basically choose any language you want which has a high level 2D graphics library.

 

Best of luck.

 

C++ has widespread penetration in the game dev market, but it's also a piece-of-shit nightmare.

 

Anyone who describes C++ as a "piece-of-shit nightmare" clearly hasn't used C++11.  C++11 is a great language with speed that can only be surpassed by assembly, and freedom and expressiveness on par with Scala. 


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