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ddengster

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About ddengster

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  1. I corrected the iteration order and it's still not showing gains. Looks like morton coding won't be helping for this algorithm. Oh well!
  2. Much of it is opcode generation, where you arrange bits from (x, y), (x + 1, y), (x, y + 1), (x + 1, y + 1) to form a 4bit opcode. Then using this new grid of opcodes you iterate left to right, top to bottom and when find a contour you trace it. Looking at how Morton encoding works, there should be fewer cache misses when you move 'up' the y-axis compared to a grid that has a large width beyond a cache line. Unfortunately I don't have a profiler that measures cache hits/misses on MSVC2017, if there's a free one that's easy to integrate do tell:)
  3. Hi, I've implemented Morton Code via the 'magic bits' method as mentioned in https://www.forceflow.be/2013/10/07/morton-encodingdecoding-through-bit-interleaving-implementations/ and the real-time collision detection book, but I've yet to see the performance gains that it promises over array[x + y * width] even when increasing sizes to 16k * 16k. Do I have to implement the LUT method? Compiler is MSVC, and the particular problem I've integrated it into is a marching squares opcode determination program. The morton encoding functions are inlined, i've checked. Seems to me it might not be the best for known/fixed spaces. Has anyone reached similar conclusions?
  4. ddengster

    The games called "masterpieces"

    To each his own. One man's trash is another's treasure. Etc, etc. Yea, some games you will just bounce off and others you will take a liking to. I find that most of the AAA stuff is too handholdy and simplistically linear to be solid games, but others who just want a 'controllable movie' experience love them. Also, these 'masterpiece' labels are fairly meaningless without context. Don't get caught up in the hype and be an advocate for a company that can do no wrong.
  5. ddengster

    Bad Design vs. Niche Design

    'Bad' or 'Good' are really labels that mean nothing without context. It's just what the game sets out to do(explicitly or not) and whether or not it achieves it.
  6. I remember the developer for Yandere simulator had like 200 c# scripts in unity and was complaining that it took 2 hours to compile everything. You can try it for the sake of some sense of abstraction/structure, but like others have said, you'll hit a (compile/cognitive) cost sooner or later.
  7. ddengster

    Understanding Component-Entity-Systems

    I think they're just pointing out one of OO's faults when it's first principles are taken too far. And it's first principles are organizing code around the notion of objects and using certain concepts to do so - the composition over inheritance thing is one of the things that feels like a band-aid for OO.
  8. Thanks for the insights. Glad(sad?) to see that there's quite some complexity involved for a foolproof async asset loading system.
  9. Just wondering how others code up their asynchronous loading of textures. I was doing this when I just realized that some parts of my GUI depend on grabbing the texture's width and height. So to do that, I was thinking that i need to do the fopen/stb_load call synchronously, but not grab and (if needed) decode the bytes in there. Then I do the D3DCreateTexture2D calls in the loading thread. Do you take this fopen performance 'hit' as well? Or do you recommend introducing some complexity when retrieving width/height of the texture?
  10. Why not just stick to one type(float preferred) and remove the templatization? This is classic over-engineering with templates. Much of your code won't need a double type 4x4 matrix.
  11. As someone deploying runtime dll reloading in my game, I just use a single dll for the more 'data' oriented parts of my code (ie. Ability logic code), and store them as 'definition' structures. I avoid using classes in my dll, and whatever memory I need is done on the main executable. You might think that having multiple dlls may help compilation, but you'll more likely be slowed down trying to maintain code across dll boundaries. Keep it simple, stick to 1 dll until you have a valid reason to move to another dll.
  12. ddengster

    Master's at CMU vs. Digipen's Bachelor

    Vague words here. What is 'more far-reaching'? You can reach far in many directions. You can be a hack but be surrounded by the right people you've met at any varsity. You can be a programming guru but have bad social skills. A piece of paper will only take you so far. Not many can detail out the all differences between CMU and Digipen courses. I can only tell you about the high number of game projects Digipen puts you through. Also, I think you have the option to apply to skip a few courses (you'll have to take a written test I believe). EDIT: You're asking for specifics here. Email directly to Digipen's contact email address, they'll have most accurate answers.
  13. ddengster

    Master's at CMU vs. Digipen's Bachelor

    Also, unless something's changed, I believe there's a semester where you get to go to Digipen USA for a student exchange, that's the time where you've to work your opportunities.
  14. ddengster

    Master's at CMU vs. Digipen's Bachelor

    Hi, You're lucky:). Singapore-based NYP DET/Digipen RTIS alumni here. It really depends on you - the subsidies provided by the local institutions is great, if you're intending on working in singapore it might be good to make a head start on local ground; Digipen's been making a splash. That said, I've known both CMU and Digipen students now working in Ubisoft Singapore; end of the day it's all up to the individual. As a Digipen student, I can tell you it's going to be hard and rigorous, but you'll have more projects under your belt than CMU I believe. And it's not necessarily 4 years, I think you can take classes during the break semesters - I was in the earlier batch where the course was 2+ years, do check.
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