Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

760 Good

About sirpalee

  • Rank

Personal Information


  • Twitter
  • Github
  • Steam

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Initially, yes, but it later received a vulkan patch. It's a well tuned azdo implementation vs a vulkan implementation (probably well done too), and there is a consistent (except a few outliers due to old hardware or driver issue) performance improvement of 20-30%, even in GPU bound cases. But I agree with your sentiment, it's a bad choice for a beginner to use vulkan.
  2. sirpalee

    The Go Programming Language

    You need those zero cost bindings to build safe interfaces over unsafe APIs. Yeah, you are right, the current wrappers are immature and scattered all over the place, however I think it's better to roll out your wrappers that are specialized to your needs. Is there a C++ binding, that's well designed, flexible and offers minimal overhead?
  3. sirpalee

    The Go Programming Language

    You don't need to use abstractions or anything the sort. The base bindings are running without overhead, mostly, and that's what matters most.
  4. sirpalee

    C++ Game Engine Developers Wanted

    More people would be interested if you shared some screenshots, current status of development, future plans etc...
  5. sirpalee

    The Go Programming Language

    No, not really. From what I read here and there, C interop is expensive and there aren't many libraries aimed at game devs. If you want something new, you could take a look at Rust. The library economy is definitely needs maturing, but lots of people are interested to make it suitable for gamedev.
  6. Learn Haskell. It's great and gives you a new perspective, that you don't often have when working with impreative / strict languages.
  7. sirpalee

    Amazon Puts Lumberyard on GitHub

    Haha, it happens to everybody. It's a bit late. A bunch of people already forked the repository, and those are still floating around.
  8. sirpalee

    Nobody Wants A Cybergod?

    What is basically based on the first few weeks of a physics major. Simple integration, and Newtonian physics in a simple form. Lots of the games today do significantly more complex things. It's not plagiarizing, it's just implementing a simple principle in a way superior form.
  9. sirpalee

    IDEs for python?

  10. sirpalee

    Path tracing benchmark

      look at the chart above. it is the total runtime for camera rays + 64 random diffuse rays. more than normally used in realtime pt. video, paper etc. are on the way...      Well, let's do some math. Coherent rays doesn't matter for real-life applications, so I'm skipping the 2.5 billion rays / s benchmark. Tho, 1 rays + 64 secondary rays with 2.5 billion leads to 18 fps @ 1080p with primary and secondary sampling alone. No texture sampling, no shader graph execution.   IMHO, only the san miguel scene matters with incoherent rays, everything else is too simple compared to an average game. That's 100M rays/s tops, at 60 fps@1080p, that's 0.8 rays / pixel. Even with temporal anti-aliasing, that's not enough for anything. Besides this, shader execution not only breaks any of your hope for batching, but also is going to be more costly than raytracing itself. In raytracers, tracing rays is usually the cheaper operation, compared to the execution of a shader graph. So let's say, that' halves your ray budget, going down to 0.4 rays/pixel. You also want to do game logic, rebuild bvh for animation, physics etc... Another halving. So we are down to 0.2 rays/pixel on a 5k GPU.
  11. sirpalee

    Linked list adventure

      Before you joined the topic, nobody was talking about procedural vs OOP. Our main focus was, to convince the OP to avoid zero initialization and to chose better data structures for his problems. (mainly talking about how bad are linked lists in many cases) STL classes have none of the indirection your design might have had, every function and algorithm is chosen at compile time. (well, that's the design philosophy of the whole STL / modern c++, don't pay for anything you don't have to)
  12. sirpalee

    Linked list adventure

    I checked your code, and compiled it on linux... (using c++11 chrono classes) You are using STL classes incorrectly. For example. This int *arr = (int *)calloc(sizeof(int), ARR_SIZE); for (int i = 0; i < ARR_SIZE; i++) { arr[i] = rand(); } Is not equal to   std::vector<int> list(ARR_SIZE); for (int i = 0; i < ARR_SIZE; i++) { list.push_back(rand()); } You'll get two completely different end results. The first one allocates an array, then overwrites the elements. The second one is allocating an array, then expanding the array with new elements. A better comparison is. std::vector<int> list(ARR_SIZE); for (int i = 0; i < ARR_SIZE; i++) { list[i] = rand(); } Also, were you compiling in release mode? As said earlier, in debug mode the STL contains extra checks, which is missing from your code. This is what I meant earlier by C++ code in comparisons usually doing more than the C code.
  13. +1 Vulkan is a separate product from OpenGL. Totally different philosophy.
  14. sirpalee

    Linked list adventure

    That's not true. I saw production code where people happily used STL containers. They might have rolled out their own allocators, but the flexibility of STL allows you to do that. STL containers are fast in most cases if you use them properly. For example, I'm using std::vector often, and it works perfectly. There are slowdowns in debug mode (of course), but that doesn't concern me. Also, there are many cases where STL or C++ templated approach is faster than C. In other cases, it'll be as fast as C as long as you are doing the same thing. Many comparisons are usually incorrect, because the C++ implementation is doing more than the C does. The behaviors of the containers are well documented and are deterministic. There might be small differences between compilers, but nothing you have to worry about too much. Yes, you can have total control by creating your own allocator. STL errors can be hard to read at first glance, but after a while you'll easily understand them. Clang even improves this further on. (MSVC will move to a clang based backend in the future btw) It potentially breaks any non trivial class / struct, not just STL containers. You should never zero initialize anything but the simplest structs.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!