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BloodOrange1981

Member Since 29 Apr 2013
Offline Last Active Jan 19 2016 08:37 AM

Topics I've Started

RISC-V architecture and it's feasibility for games?

11 January 2016 - 08:23 AM

As someone who knows a bit about the tradeoffs of architectures and seeing how gaming is currently tethered to x86 (regardless of XBONE, PS4 or PC) what are the thoughts on RISC V and furthermore do you believe adoption of it for hardware would be beneficial in any way beyond power consumption?


Good suggestions for a file system structure definition language?

01 July 2015 - 08:46 AM

Hi!

I would like any suggestions or advice in hunting down a useful file system structure definition language. That may be a misleading term so allow me to elaborate:

Currently I'm using a proprietary language built where I work with it's own parsing system. The language needs to be readable by non-tech types so that when a project starts and we discuss the desired file system structure they can scan over it easily. For example:

|-- reference: ->ref, lock, sync=everyDay
    |-- initialPlan
    # This will be for ops
    |-- restore: lock=datasys
    |-- planref: lock
        |-- <app_code>
            |-- reference
            |-- <app>: lock, namerule=[a-z]{2}\d{3}[a-z]?
                |-- reference
                |-- <app_section>: lock, namerule=[a-z]{2}\d{3}[a-z]?_\d{4}[a-z]?
                    |-- reference
    |-- ux

 

 

 

Would generate a file system structure where the parts within the angled brackets differ by codenames for different sections/apps we are working on and following the colons we define "rules" for access and naming conventions of the folders.

If you wanted to access the folder reference under the app_code folder it would follow this path:

reference/restore/planref/app_code/reference/

If any of that doesn't make sense please ask. The question is - is there an existing standard that can be used for the same task? We're using our own parser and it isn't the most robust of things, so an 'industry standard' with a variety of parsers, syntax hilighting schemes and/or extensions by the community who uses it would be most welcome. The o/s is Linux based.

 


How to keep up on varied gamedev-related articles/features in a post-Twitter world

08 May 2015 - 06:52 AM

Back in 2010 when I signed up for Twitter, it seemed great. I could follow many people in the games industry (as well as people working in movies, art, comics etc in a variety of roles) and it seemed like a haven of sharing news and ideas, I reached out and had convos with many people who helped me in some way or another. 5 years later and social networking seems to have devolved into echo chambers of disgust, griping about big problems without actually proposing *doing* anything about them, and/or a platform for crowd-bullying or shaming people. Additionally it's quite a time-eater, but you have to go through the chaff to get the wheat so time-limiting programs like LeechBlock don't do a lot to help.

 

So to adjust to a post-twitter personal climate, what are good/great mailing lists or feeds to sign up to for gamedev and creative industries stuff? What about tech?

 

These kind of subjects:

 

Movies - making, reviews, cinematography etc

Gamedev - c, c++, c#, tools like Unity/Unreal, Graphics (realtime and offline)

Art/sketches - I know DeviantArt and ArtStation, anymore?

 

Thanks in advance


Character silhouette visible through geometry problem

02 April 2015 - 10:36 AM

Hi Gamedev community, my problem for today is trying to render a characters' silhouette through geometry if there is any occlusion between the camera's pov and a character mesh. I understand how to detect the occlusion (if the vector/ray between the character and the camera intersects other geometry first) and then reorder the rendering calls with depth culling turned off for the character's outline (or composite the outline onto the final image as a kind of post process) but what if half the character is visible and half the character isn't?

 

E.g when turning a corner or half occluded.

 

Just so you know I'm implementing this in unity but I'd like a more high level approach to the problem so that in the future I can try and apply it to other engines and/or rendering APIs.

 

Thanks!

 


The Atomic Man: Are lockless data structures REALLY worth learning about?

29 March 2015 - 01:11 PM

Hi all

I've been investing quite some time into reading about and experimenting with multithreading in C++ and in general and it seems lockless (or supposedly wait free) data structures and algorithms comes up a lot. A good understanding of the new memory model in C++ and atomics seem necessary for any kind of implementation of lock-free programming, and after reading the top response in this thread:

http://stackoverflow.com/questions/21070747/lock-free-data-structures-in-c-just-use-atomics-and-memory-ordering

 

Is it REALLY necessary to know much about lock-free stuff? Or can I just skip it for the time being, knowing that lock-free programming is a "thing" and leave it at that?

Thanks!

 


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