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Member Since 29 May 2005
Offline Last Active Yesterday, 01:54 PM

Topics I've Started

DIY NAS, RAID/ZFS questions

30 December 2014 - 07:56 PM

Because I've more or less run out of disk space on my existing small on board RAID, I've decided to build a DIY NAS/Media server (on the advice of a friend, this approach seems to be cheaper and more flexible than an off the shelf NAS).  All the parts are on their way, but I've encountered a couple concerns I'm not sure about, and I wonder if anyone might have any advice:


1) I'm using normal consumer grade parts (with some NAS grade hard drives), including a run of the mill mobo and non-ECC RAM.  A friend suggests I use ZFS as the filesystem on the drives, but a quick google search pulls up lots of examples of people saying not to use non-ECC RAM with ZFS.  Is this really a problem worth worrying about?  If so:  What is a good alternative?


2) I'm trying to decide on a RAID level/arrangement to use.  I'll have 6 drives, all of equal size, including two which are currently in use in a RAID 1.  I want to keep risk of data loss to a reasonable minimum, so I'm currently thinking of setting up the 4 new drives in RAID 5 (RAIDZ?) and keep the older pair as separate drives for backup.  The thing is that if I were to get a 7th drive to cover the full capacity of the RAID, space efficiency would only be around 42% (3 drives for backup, one drive worth for parity, 3 for actual data).  Is this a bad idea?  The general consensus online seems to be that RAID 5 alone isn't trustworthy, and that one should always have some form of backup, so I'm rather worried.

Time for some new headphones

17 March 2014 - 06:01 PM

So, I'm in the market for a new pair of headphones, sub $200 US.  (I prefer closed back, over-ear)  A couple people have suggested the Audio-Technica ATH-M50 or M50x, and I've tried on a pair of M50s... They do sound pretty excellent, though the earcups felt a little small to me.  What do you all think?  I definitely like the nice flatish frequency response, but I'm overall not particularly an audiophile.  Would you suggest trying them, or perhaps there's some alternative that you think would be better?

(I'm also considering stepping it down to the M40x or an equivalent, since they're significantly cheaper)

Unity Raycast issue

16 May 2013 - 08:23 PM

Hi all.  Since my last post, my team has convinced me to switch to Unity3D from my own homebrew engine.  So, I'm in the process of reimplementing some features that I had completed in my engine.  Specifically, automatic doors and ladders.  I'm using a pair of raycasts, one in either direction from the player center (at least, I think its from the player center) to detect appropriate "interactable" objects as follows:


Physics.Raycast(thisTransform.position, -Vector3.right, out hit, rayInteractableDistX, InteractableNonGroundMask) for left and


Physics.Raycast(thisTransform.position, -Vector3.right, out hit, rayInteractableDistX, InteractableNonGroundMask) for right


Where thisTransform is the player's transform.  The problem I'm having is that these raycasts don't seem to work when the player overlaps the target object (ie:  When the player is standing in the middle of the doorframe).  Because one of the ways of exiting climb mode is to not be touching a climbable anymore, this is entirely preventing climbing from working, and seems to cause the door to close on the player as well.


What am I doing wrong?

Coordinates on a wedge

20 September 2012 - 06:40 PM

What is a good way to iterate over all the points on and within an arc wedge, given a known center point, start angle, end angle, radius, and grid spacing?
Context: The lighting system for my engine blends arcs into an opaque mask (thus creating areas of visible "light" where you can see through the mask). These lights are defined by the center point of the circle they'd be on, the starting and ending angles of the arc (say, 0 and pi/2), and the radius of the imaginary circle the arc would be on.
The equation for converting a given coordinate from world coords to the coords of the underlying detection system is:
result = (int)(input+1)*100

I could brute-force this easily enough by iterating over angles and then over lines at angle from center to radius, but that would be really inefficient and wouldn't necessarily hit every grid point on the wedge (Unless the iteration over angles was really tight, and that would make it even less efficient).

odd parallax effect

26 June 2012 - 09:59 PM

I've been writing a nice shiny new lighitng system, but have run into a small snag... I can render the new lighting stuff (a texture to which I have drawn an appropriate lighting mask), but when I move my camera, the lights (which are holes punched through an opaque cover) don't seem to move at the same rate as the underlying scene. I use the same camera placement code in the FBO (to make the texture) rendering context as I do in the underlying scene. The only real difference I can think of is that the local Z coords happen to be set up backwards between the two (but that shouldn't have any effect on horizontal camera movement, I think).

The relevant camera code is:

gluLookAt( Position.x,Position.y,Position.z,

where ViewPoint = the sum of the Position and ViewDir 3d vectors, ViewDir = (0.0, 0.0, -1.0) (i've tried flipping the z coord for the camera setting in the z flipped FBO context with no apparant effect), and UpVector = (0.0, 1.0, 0.0).

I'm using an ortho projection for both the main scene and the FBO. I tried using gltranslated for the FBO local camera but that seemed to make the problem worse.

Sorry for reposting this, but I see the last one as having 0 views... that seems broken.