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Member Since 28 Mar 2004
Offline Last Active Oct 26 2016 03:10 PM

#5168292 Concern on "paying to enter" a project

Posted by on 21 July 2014 - 09:00 PM

Well, he's not getting paid to work for you, either.


I wouldn't want someone on my team if he couldn't commit to it, anyway.

#5163873 Game content source repository?

Posted by on 30 June 2014 - 12:02 PM

It's also both centralized (like SVN) or distributed (like Git) or set up as a hybrid of both, and there's a tool to let it integrate with git so that your coders can use git but the server is actually a perforce database.


Is there a similiar tool for the SVN client where the server is still Perforce?

#5136822 DirectX 12 Announced

Posted by on 06 March 2014 - 09:17 AM

Requires an OS upgrade? I'll pass.

#5119154 Is using an existing library, actually cheating?

Posted by on 25 December 2013 - 02:39 AM

I never understood the reasoning. You'll always use something others made. If it's not libraries, it's the platform API or something else.

#5084877 What's your opinion on Game Makers?

Posted by on 11 August 2013 - 03:37 AM


I think the more salient question is: why do you care what other people are doing on their own time? Personally I don't like sour cream, but I don't get angry if a stranger orders a burrito with it.


Because it makes me feel useless when I code. It makes programming seem pointless. It makes me feel as if I've wasted the last 3 years of my life learning to program.


I think it's pretty obvious you're just starting out with programming, as all of your comments show.

And no, you didn't code anything from scratch in Java. Java is a product someone else coded for you so you could save some time, just like a game maker. The fact that you don't understand this after 20 or so replies at least shows me that you've got no clue about what you're doing.

#5084480 What's your opinion on Game Makers?

Posted by on 09 August 2013 - 03:00 PM

I am against, however, every other game maker in existence. Yes, I know they are not 100% game makers, but there is little code involved, and that get's on my nerves a lot. What I don't understand is: If you're not going to make a super HD game, why would you not want to fully code a game? Is it due to people being lazy?

Feel free to code a game without a game engine or APIs of any sort. I mean, that would make you lazy. Let me know when you've succeeded.

#5022165 Software Occlusion Culling Rasterizer - What about small cracks?

Posted by on 16 January 2013 - 07:30 AM

Makes perfect sense! smile.png I'm going to test that right away and run some numbers, it sounds like it could be very fast with SSE. Thanks a ton for your help!

#5022155 Software Occlusion Culling Rasterizer - What about small cracks?

Posted by on 16 January 2013 - 06:57 AM

Thanks for your responses! If I could pick, I would rather get some false-positives rather than the opposite. But it doesn't seem like there's a straight-foward way to do that. ;)

Lastly, you can just perform your rendering at full resolution. For a CPU based depth rasterizer, this might be too slow, but you could instead use a CPU-based occlusion rasterizer (1 bit per pixel), which is an order of magnitude or two faster at filling pixels, which makes rendering full-resolution feasible.

That's interesting. I'm definatly taking the approach of CPU depth rasterizer rather than the 1-bit per pixel approach. Not sure how they map that to the objects being rendered. But it got me thinking, thanks Hodgman!

#4996809 MSVC 2010 vs MSVC 2012 - Performance question.

Posted by on 03 November 2012 - 03:27 AM

That's my experience in VS2010 Ryan, hence my interest in 2012. Posted Image

I'm also not a big fan of the IDE shutting down on me 2-3 times every few days when I have a lot of files open. This never happened in VS2008, at least not here. It was the most stable release of MSVC that I ever tried.

#4954897 visual studio code optimization is breaking my code.

Posted by on 02 July 2012 - 07:33 AM

Checking and setting the flag can't be done in one operation, so what happens if Thread 1 is between checking and setting the flag, and Thread 2 checks the flag? Then both will enter the loop, too.

#4953143 Win32 - capturing screenshots and odd resolutions

Posted by on 26 June 2012 - 03:38 PM

Thanks Baterius, I was about to do that but figured it out now.

The above mentioned resources are correct and I'll edit my response. The error was my fault and was caused by me assuming FreeImage would just accept my buffer as is, without calling SetPixelColor() on each individual pixel. The latter works which I guess means I have to read up on how FreeImage stores its bitmaps instead.

Sorry for the misinformation on my side. Everything claimed so far was correct, I was just looking in the wrong spot.

#4938113 How to use FreeImage as static library in VC 2010?

Posted by on 07 May 2012 - 11:04 AM

I ran into that as well, but can't remember the details. Are you mixing CRT versions? I think this came up when I rebuilt FreeImage but didn't rebuild all its dependencies.

#4859683 Programming: Linux vs. Windows?

Posted by on 09 September 2011 - 12:32 PM

Well Linux is free, Windows isn't.

Other than that, I find it's a matter of taste and what you want to do. If you want to be productive and Windows is your target platform - Windows is your best bet. But if your target platform is Linux itself you might be more productive in the Linux. If you want to learn more about operating systems and try something different, Linux can be fun.

But you always have to filter what people tell you, just like you should when reading this post. I have friends who think you're not a good programmer if you don't program in (Linux) Vim or whatever it's called (it's basically a Notepad-ish style code editor). Those friends also happen to not have finished any useful projects and I think many of the zealots fall into this category.

IMHO anyone claiming that you're more productive in Linux if you're doing crossplatform development is lying, but I'll get flamed for that.

#4859397 Networking terminology

Posted by on 09 September 2011 - 03:25 AM

I've initially learned about 2 common networking models which I learned as "input sharing" (as commonly seen in RTS games) and "object replication" (as commonly seen in FPS games).
Recently I found "input sharing" is mentioned as "bucket synchronization" in most research papers. Learning the latter term was quite useful to find more information.
Which has gotten me curious, what other (likely more common and correct) names are there for "object replication"?

I'm sure you've seen the Tribes 2 Networking papers. There they call it "Ghosting". A replicated object copy on the Client is a "Ghost".

On a related note, another common technique used in networking is to only replicate a smaller portion of the entire scene to a client (for performance and cheat prevention).
Is there a specific name for this process/technique?

"Area of interest". Or in Tribes 2; "Network Object Scope".

#4844407 UDP in a FPS

Posted by on 04 August 2011 - 02:55 AM

Hello Wilhelm,

With UDP, what you send is what you get; but you might get it out of order or not at all. At the layer we're working at, you won't be seeing any damaged packets. I think you can disable checksumming to allow damaged packets but luckily it's not disabled by default.