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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Misery

Windows/Linux Flexible performance counter

4 posts in this topic

Hello,

I am working on full and sparse matrix library in C++.
I have some code that I could begin to optimize a little. Therefore I need performance counter.
I have found some useful posts and solutions for Windows, but for short period computations.
What I need is a counter that will work on Linux and Windows (using preprocessor macros is ok to choose instructions for lin or win within compilation).
But what is more important, it should measure wide variety of times.
To test some small parts of code I would need resolution about 1 ms (like in QueryPerformance functions), but for greater tasks it should be able to measure time with lets say 1 s resolution, but those computations may take even a week or so.
I have compeletly no idea how to create something lke that.

Thanks in advance,
Regards
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If you mean "performance counter" as in "using hardware performance counters" I cannot help, but if you want just doing performance monitoring, I'd suggest using pintool ([url="http://www.pintool.org"]here[/url]), that let's you instrument application at a wide variety of levels, and using something like gettimeofday to keep track of the time
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How about just calling rdtsc from an asm block (code on wiki for Linux and Windows)? Since you just want relative times, you don't even have to do the unit normalization math. Should be accurate to well under a microsecond, and there shouldn't be any clock related issues unless you are running a really old PC.

BTW, why not use Atlas or MKL?
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I just want to keep things simple. For Altlas I would need to compile it, tune it and so on... also change BIOS settings if necessary. And i am writing matrix lib for non-programmers really but for ppl who use programming just to solve some math problems. I don't want them to be forced to build Atlas for example, move it to Windows, cross compile sometimes and so on :]

Thanks for help.
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Prebuilt binaries are available. They won't havee optimal perf, but they should be close.
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