Repeated from http://imadiversion.co.uk/2016/12/08/c-17-and-memory-mapped-io/
In some ways this is a Part One of this subject, largely because my IO subsystem isn't in any way finished and I have literally just put something together so that I can get things loaded in to my test framework, but the …
I'm basically really bad at working on my own projects, but with the recent release of Visual Studio 2017 RC and its improved C++17 support I figured it was time to crack on again...
To that end I've spent a bit of time today updating my own basic windowing library to use C++17 features. Some of th…
With the launch of SimCity I have noticed an interesting trend developing; the acceptance that the launch of any game will be a week of frustration and disconnections while the publisher sorts out the servers.
Note I said 'any game'.
Not a multi-player game.
Not an MMO.
Any game.
One fan of SimCity, whe…
Note I said 'any game'.
Not a multi-player game.
Not an MMO.
Any game.
One fan of SimCity, whe…
The person who posted the first of the 'tutorials' we see on line these days has a lot to answer for.
While it is creating more "programmers" (and I use the phrase loosely) this reliance on tutorials with snippets of code and even video tutorials showing you everything is, imo, having a bad effect o…
While it is creating more "programmers" (and I use the phrase loosely) this reliance on tutorials with snippets of code and even video tutorials showing you everything is, imo, having a bad effect o…
I'm slowly... oh so slowly... starting to crack.
MS have some blame to take here because they are apprently not communicating well enough but at the same time the latest Windows release is starting to bring out the Silly Season in a manner not seen since Windows Vista... in fact it's worse because i…
MS have some blame to take here because they are apprently not communicating well enough but at the same time the latest Windows release is starting to bring out the Silly Season in a manner not seen since Windows Vista... in fact it's worse because i…
I've had the last week off.
I had plans involving OpenCL.
Then Max Payne 3 happened.
Such a well executed game; the story was really good, the characters were realistic and engaging and there is nothing more satifying than doing a bullet time drive into a room and popping 3 guys in the head with 3 sho…
I had plans involving OpenCL.
Then Max Payne 3 happened.
Such a well executed game; the story was really good, the characters were realistic and engaging and there is nothing more satifying than doing a bullet time drive into a room and popping 3 guys in the head with 3 sho…
There are two things I dislike about games and to an extent software development in general.
One of them are the gamers themselves; I could rant about this for ages but I'll refrain.
The other is the massive weight of resistance to anything new or not understood which seems intent on holding the whol…
One of them are the gamers themselves; I could rant about this for ages but I'll refrain.
The other is the massive weight of resistance to anything new or not understood which seems intent on holding the whol…
Not a great deal to report from the front; having spent a few hours on trains over the weekend I've managed to chew into the DLR book I have a fair chunk. It is slow going but progress is being made in my head which is nice.
Most of my time at work has been spent working on our new data build pipeli…
Most of my time at work has been spent working on our new data build pipeli…
So, my own rendering project at home has been stalled of late : between Mass Effect 3, F1 races, going back to my home town and being ill I've not had the time to work on it too much.
The weekend before last I wrote some code to setup a simple Win32 window so that I could crack on but beyond that th…
The weekend before last I wrote some code to setup a simple Win32 window so that I could crack on but beyond that th…
So, I'm not dead still ;) however the last 6 months have been largely lacking in much of anything in my own projects.
What has gone down however is a slight change of work status; after OFP:RR wrapped up I got moved to another project to help that start up, which I was happy with as it was something…
What has gone down however is a slight change of work status; after OFP:RR wrapped up I got moved to another project to help that start up, which I was happy with as it was something…
I'm trying to recall when I first got into programming, it probably would have been in the window of 5 to 7, we had a BBC Micro at home thanks to my dad's own love of technology and I vaguely recall writing silly BASIC programs at that age; certainly my mum has told me stories about how at 5 I was …
Scripting languages, such as Lua and Python, are great.
They allow you to bind with your game and quickly work on ideas without the recompile-link step as you would with something like C++ in the mix.
However in a highly parrallel world those languages start to look lacking as they often have a 'glob…
They allow you to bind with your game and quickly work on ideas without the recompile-link step as you would with something like C++ in the mix.
However in a highly parrallel world those languages start to look lacking as they often have a 'glob…
Right now 3D APIs are a little... depressing... on the desk top.
While I still think D3D11 is technically the best API we have on Windows the fact that AMD and NV currently haven't implimented multi-threaded rendering in a manner which helps performance is annoying. I've heard that there are good te…
While I still think D3D11 is technically the best API we have on Windows the fact that AMD and NV currently haven't implimented multi-threaded rendering in a manner which helps performance is annoying. I've heard that there are good te…
Over a few weekends leading up until Xmas and the last couple since then I have been playing around with boost::spirit and taking a quick look at ANTLR in order to setup some code to parse Lua and generate an AST.
Spirit looked promising, the ability to pretty much dump the Lua BNF into it was nice …
Spirit looked promising, the ability to pretty much dump the Lua BNF into it was nice …
While gearing up to work on parser/AST generator as mentioned in my previous entry I decided to watch a couple of Webinars from AMD talking about OpenCL (because while I'm DX11 focused I do like OpenCL as a concept); the first of which was talking about the HD5870 design.
One of the more intresting …
One of the more intresting …
Some time ago now I had an idea for a game which spawned from reading about a perticular graphics technique in GPU Gems 3.
I decided early on with the game idea that I wanted to target DX11 hardware and multi-core CPUs only; mostly because I was under no illusion about a fast release time and partly…
I decided early on with the game idea that I wanted to target DX11 hardware and multi-core CPUs only; mostly because I was under no illusion about a fast release time and partly…
So, I'm really not dead... which at least doesn't make this journal title a lie [grin]
It's been quite a busy few months for me, getting used to work, getting used to living in more than one room and getting used to being 100% single again (which I shant bang on about).
Work wise things are going wel…
It's been quite a busy few months for me, getting used to work, getting used to living in more than one room and getting used to being 100% single again (which I shant bang on about).
Work wise things are going wel…
So, the move last weekend went off without a hitch; well aside from the window getting a crack in it about 30mins after leaving Brighton but that at least gave me something to watch as it made slow progress down the screen while the satnav seemed todo its best to make us avoid the M25.
Last weekend …
Last weekend …
So, about 4 weeks ago it was about 4 weeks until I move... now in less around 48h I should be moved.
So, the catch up;
On monday I start work at Codemasters just outside Southam/Leamington Spa for their action studio. While its a shame to be leaving Brighton I'm looking forward to the change and work…
So, the catch up;
On monday I start work at Codemasters just outside Southam/Leamington Spa for their action studio. While its a shame to be leaving Brighton I'm looking forward to the change and work…
So, despite being on garden leave I've not really had much traction on my projects.
I blame IRC.
And Company of Heroes.
And the World Cup.
[grin]
So, what have I done?
Well, to start with I've broken a few things in the particle system. After I got the fading working I decided that I was processing too …
I blame IRC.
And Company of Heroes.
And the World Cup.
[grin]
So, what have I done?
Well, to start with I've broken a few things in the particle system. After I got the fading working I decided that I was processing too …
So, as my last post mentioned I had integrated some random number generators into my particle system and the results were very pleasing; once I had the code I could fade particles out with random 'group of four' life times and all was good.
So, I decided to test for speed the other night and hit a s…
So, I decided to test for speed the other night and hit a s…
The particle system is moving forward; I've fixed various update, clean up and spawning errors in the last few weeks.
I've also integrated the C++0x/TR1 random number generators and after a bit of a play I've decided I probably need to make those 'plugable' as well as you can get some intresting eff…
I've also integrated the C++0x/TR1 random number generators and after a bit of a play I've decided I probably need to make those 'plugable' as well as you can get some intresting eff…
I spent a bit of the weekend, between Civ4 sessions and starting a reply of COD4:MW, working on getting a renderer hooked up to the particle system.
The practicle upshot of this was that I had to finish off said particle system and the logic to make it run... ok, so it still doesn't render (I'll be …
The practicle upshot of this was that I had to finish off said particle system and the logic to make it run... ok, so it still doesn't render (I'll be …
Particles.
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 …
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 …
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…
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 pr…
However, this week I have some very much 'work in pr…
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 an…
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 an…
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 go…
Originally my particle system was go…
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