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Not dead...

4: Adsense

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Today was a bank holiday.
So I decided that as I'm not going to be about the rest of the weekend it would be a good time to do "bad things" [grin]

As I've mentioned before now I've been (on and off) working on a particle system type thing, but more 'off' than 'on' of late. Today I decided to crack on and get some stuff done on...

C++0x as per VS2010

So, I've come to a conclusion about C++0x; I do love the lambda stuff [grin]

float multiplier[] = { -1, 1};
int i = 0;
int j = 0;
std::for_each(dataPoints.begin(), dataPoints.end(), [&](PointAffinity dataPoint)
pData.m_driveValue = bands[dataPoint.side][j] * multiplier[sourceSelect] * 7.0f;
pData.position =...

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While I do have a plan to follow up on my last entry with some replies and corrections (I suggest reading the comments if you haven't already) my last attempt to do so made it to 6 pages and 2500+ words so I need to rethink it a bit I think [grin]

However, this week I have some very much 'work in progress' code which is related to my last entry...

Direct X vs OpenGL revisited... revisited.

A short time ago David over at Wolfire posted a blog entry detailing why we should use OpenGL and not DirectX.

The internet, and indeed, his comments asploded a bit under that. I posted a few comments at the time but didn't revisit the site afterwards, mostly because it wouldn't keep me logged in and the comment system was god horrible.

The comments could...


As I've mentioned before I've been working on a highly threaded particle system (not of late, but you know, its still in the pipeline as you'll see in a moment) however this has got me thinking about threading in general and trying to make optimal use of the CPU.

Originally my particle system was going to use Intel's Threading Building Blocks, however...