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Member Since 17 Oct 2005
Offline Last Active Feb 11 2016 02:33 AM

Posts I've Made

In Topic: Clinical studies on overlooking stupid bugs

11 February 2016 - 02:18 AM

I think most compilers have a warning setting to catch things like
if (x);
Maybe turn up your warning level? Or use some static code checking tool, like PVS-Studio or Cppcheck.

The compiler find most of my mistakes like this. The worrying time is when it compiles successfully and you know you're missing something, but can't remember what :-)

In Topic: time to angle

14 December 2015 - 03:28 PM

Ah, I see. I thought that seemed too simple :-)

In Topic: Contact tangents

14 December 2015 - 03:25 PM

I'd say do option 1. The tangent vector is for applying contact friction, so surely it has to be calculated from the relative velocities of the contact points? I had a read through the paper and it seems to me that the tangent vector is described in the middle of page 4, as this.

That's quite a nice, readable paper :-)

In Topic: time to angle

14 December 2015 - 02:09 PM

Can't you just use sin or cos?

In Topic: Replay & recorded games

07 December 2015 - 11:19 AM

l0calh05t: Quite right - I had assumed single-threaded code.

That's the biggest performance trade-off, in my opinion. You could do multi-threaded computation, but like you say, you'd have to sort the results when combining.

frob: Now I realise I had made an assumption which I may not have made clear enough - I was referring to 'floating point' as just the bits covered by the IEEE 754 standard. I accept that everything outside it (like sin, inv sqrt etc) may not always give the same result across all processors.