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TheChubu

Member Since 13 Sep 2012
Offline Last Active Today, 02:54 AM

#5189537 Mac or PC - Really, this is a programming question.

Posted by TheChubu on 27 October 2014 - 05:07 PM


Hardware: PC or MAC

Linux, Debian distro.

 

For IDE I use different Eclipse installs in its various incarnations (Database Tools + Deli plugins when I have to do that kind of database/XML/ORM stuff, JDT-only for my personal projects, Efxclipse for JFX projects, PyDev for Python, etc).

 

I also use JEdit, which is a text editor along the lines of Notepad++ or Atom, with GLSL highlighting when I have to edit shaders.

 

I'm not that big into which editor/IDE provides which keyboard shortcut to make XYZ task faster, so I don't customize any of them much beyond setting the dark theme, some editor colors and an allman-style formatter.




#5189301 OpenGL/GLSL version handling

Posted by TheChubu on 26 October 2014 - 06:40 PM

What's the difference between core and version support?
You should read up on OpenGL profiles then. It seems your card supports core 3.3, and GLSL 3.30.

 

Mesa drivers doesn't implements ARB_compatibility extension, thus, you only got 'core' profiles, ie, no deprecated functions.

 

I'm not sure what that second "version" is, maybe its just Mesa's software OpenGL implementation, or just the version of a dummy context created to query OpenGL data, no idea. But you should be looking at the first one, the 'core' version.

 

Just try to create an OpenGL 3.3 core/forward compatible context and use #version 330 in your GLSL files. If you can create it and run it, then your rendering issues must be somewhere else (hello different driver implementations!).

 

Are you using deprecated functions? Did you coded initially on a nVidia card? nVidia drivers tends to be more lenient, whereas AMD and possibly Intel drivers might strive more to follow the OGL spec to the letter (first time I ran my shaders on an AMD card, it practically spit on my face :D ).

 

Then again, sometimes its nothing to do with the spec, driver just bugs out at specific circumstances.




#5189292 OpenGL/GLSL version handling

Posted by TheChubu on 26 October 2014 - 05:24 PM


I recently got a laptop that only supports glsl 1.3 and opengl 3.0 (it's a chromebook 14, with chromeOS erased and Ubuntu 14.10 installed over it).
Which one exactly? 

 

If its the one with the 2955U Celeron,  It might have an Intel HD 4xxx card or similar which should run OpenGL 3.3 fine. I'm not sure what kind of Mesa drivers Ubuntu ships tho.

 

If its one with a Tegra chip, then it might go up to OpenGL 4.4 if its recent (not sure how the state of the linux drivers are for Tegra either).

 

OpenGL 3.0 only seems kinda weird, most OpenGL 3 class hardware go up to 3.1 with updated drivers, 3.2 if they support geometry shaders, or 3.3 if they support geometry shaders and the vendor feels like supporting it.




#5189115 C++/Java - Libraries/Methods for rendering pixels without hardware acceleration

Posted by TheChubu on 25 October 2014 - 02:55 PM


I'm trying to create an engine that will allow me to update the pixels quickly and efficiently.

That's the reason GPU APIs exist.

 


Do any of you people know efficient methods (or libraries) for making a "pixel canvas" like this in Java or C++?

Yup. Don't update pixel per pixel. It won't work, you'll become extremely CPU bound in a reasonable resolution.

 

If you still want to stay away from regular GPU APIs, you could use Swing/Java2D, and draw BufferedImages. BufferedImages allow you to edit pixels if you want.

 

Again, updating pixel per pixel will be extremely slow. So I dunno how far you can get with that. Java2D provides methods to write images quickly, which will be much more efficient than just grabbing the matrix of data and updating stuff on your own.

 

EDIT: Then again, I'd just grab LibGDX if I were you.




#5188646 Does Valve have a good working methodology?

Posted by TheChubu on 22 October 2014 - 06:42 PM

I think you should read this: http://www.gamespot.com/articles/ex-valve-employee-blasts-the-company-for-feeling-like-high-school/1100-6411126/

 

Specially the part about the "hidden layer of management".

 

EDIT: I'm not saying that Valve's flat hierarchy is a lie or something like that, but I'm just referencing a different point of view about the whole thing, which is a nice reference.




#5188354 Usage of glBufferSubData

Posted by TheChubu on 21 October 2014 - 12:23 PM

Second one I suppose. You're effectively batching updates there.

 

Why would you need to do that anyway?




#5188029 Steam OS survey - reflection of reality?

Posted by TheChubu on 19 October 2014 - 02:11 PM

That seems about right considering all other OS usage metrics around.

 

Even if you say "oh but most people with linux dual boot windows" and so on, maaaybe you're underestimating the value of actual linux installs by what? 20%? Lets go crazy, lets say that there are actually twice as many Linux users as the survey says (ie, the metrics are terribly wrong and all Valve employees should get a year long statistics lecture). Even then its just 2.3% of the total.

 

I'm guessing that if SteamOS picks up steam (pun intended) and everything goes right, you might see 5% of Linux usage... Someday... Maybe.

 

It's still a lot though. Say a modern AAA game sells really well, 10 million copies. Windows only game (Skyrim sold like, 8 million units the first month). Now say you could increment your potential sales by 5% by releasing it for Linux (actually its a bit more than that because its (95% of a total minus OSX usage) vs (5% of a total), but bear with me).

 

That's 500000 potential copies sold (and to be fair, if each pirated game is considered a lost sale, I can consider each Linux user as gained sale). Now, I won't matter much to an industry which is used to double the sales of each of their games every year, but that won't keep up forever, and that 5% someday will actually be an attractive number.

 

That's how I think it will be IF everything remains more or less the same, ie, not taking in account some technological revolution in between (like smartphones).




#5187038 Can I Make This Code Faster Without Over Complicating It ?

Posted by TheChubu on 14 October 2014 - 04:39 PM

 The way it is written works, but creates a memory leak at the same time
Then don't do a while(true) inside Connect.

 

Implement a timeout. Sleep the thread, see if there is new data, sleep a bit more, and if new data doesn't enters in X amount of time, close the connection. run() method ends and Thread is GC'd.

 

Also, don't 'new' Threads willy nilly. Use executors. Fix the amount of threads you want to make to handle connections. Threads aren't cheap to make, nor cheap to maintain (10Mb per Thread instance IIRC).




#5186769 Do you use UML or other diagrams when working without a team?

Posted by TheChubu on 13 October 2014 - 03:47 PM

When you are doing programming projects solo, do you use UML or other diagrams?

I want UML to die in a pit of suffering, poop, tears and fire. I despise it, and all that it entails. All the culture that surrounds it, all the "software engineering" processes developed around it. Fucking. Hate. It.

 

Then again, a lot of thought has been invested into UML. So it has its uses, for some people. I'd say class diagrams and entity-relationship diagrams are a nice tool IF you feel like doing them in the first place. I feel they're nice when you can have other people do the diagrams for you. You'd probably make their life miserable though.

 

For me? I don't like them. I only use them on uni courses when they're mandatory. I enjoy thinking about abstractions, how classes interact, etc. UML takes away all the fun I have while coding.




#5186587 Why do unused game assets get stored in the game?

Posted by TheChubu on 12 October 2014 - 07:13 PM


Won't RAM or CPU power be used in some way?
If they're never loaded, why would they?


#5186525 Collision Detection in a GTA-like Game

Posted by TheChubu on 12 October 2014 - 12:44 PM


. I've googled a lot but I didn't found any suitable solution
Use libGDX's box2d wrapper.


#5185882 Will OpenGL 4.3 work on a 4.0 machine?

Posted by TheChubu on 08 October 2014 - 06:41 PM


The chances are that if it supports opengl 4.0, it will support a higher version

Unless you have an Intel GPU... or you're using OSX. In both cases you'd be screwed.




#5185184 Knowing my REAL OpenGL version - RESOLVED

Posted by TheChubu on 05 October 2014 - 03:41 PM


This is a typical agnostic claim.
... the fuck?


#5185179 Is upper division Linear Algebra a good idea or necessary?

Posted by TheChubu on 05 October 2014 - 03:29 PM

You are not a career.  Study what you're most interested in.

This. You have a rare opportunity, make the most of it. You'll have time later in life to study things you're not interested on just to make it to the deadlines and/or practical targets.




#5184788 Knowing my REAL OpenGL version - RESOLVED

Posted by TheChubu on 03 October 2014 - 10:26 AM

Can't you like, use SDL or something? Instead of doing the context initialization on your own I mean...

 

BTW, that card should support up to OpenGL 4.5.






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