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About feal87

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  1. We are a web application development firm (data cleaning), and we use visual studio 2010 (ASP.NET, Silverlight), SVN for Source Control and sql server 2005 as database.
  2. feal87

    directX 6

    Quote:Original post by adane1 I have a game I would like to play, that requires the directX 6 files be on the machine. I currently have directX 9c on my machine. Can directX 6 be installed without harming my directX 9? Also, WHERE the heck can I find the Dx6 files to download? I used Google to find some sites that CLAIMED to have a Dx6 Download, but didn't. Any suggestions? directx9 is retrocompatible, you don't need to install directx6.
  3. feal87

    Zlib question

    Resolved, the Zlib code was okay... But i was opening the files in text mode (forgot a b in the mode) causing the result to be garbage...
  4. feal87

    Zlib question

    Quote:Original post by Atrix256 There's also some gz* functions that are really simple to use. they work the same as fopen, fclose, fwrite, fread but they read and write gz (gzip) files. gzopen, gzclose, gzwrite, gzread you should check it out if you want to simplify i need in-memory processing so its not a way. :( I'll do some more testing this week-end. :P
  5. I've passed from quite few time to c++ to play a bit on it. Trying to make a simple compression/decompression routine to/from gzip, but i'm encountering Z_DATA_ERROR on the same data i'm compressing. Here are my functions to compress/decompress data : int GZipManager::Compress(void* data, int datalength, void** dest) { char* dst = new char[datalength+12 + (datalength / 100)]; z_stream stream; int err; stream.next_in = (Bytef*)data; stream.avail_in = (uInt)datalength; stream.next_out = (Bytef*)dst; stream.avail_out = datalength+12 + (datalength / 100); stream.zalloc = (alloc_func)0; stream.zfree = (free_func)0; stream.opaque = (voidpf)0; err = deflateInit2(&stream, Z_BEST_COMPRESSION,Z_DEFLATED, 16 + MAX_WBITS, 9, Z_DEFAULT_STRATEGY); err = deflate(&stream, Z_FINISH); if (err != Z_STREAM_END) { deflateEnd(&stream); return err == Z_OK ? Z_BUF_ERROR : err; } err = deflateEnd(&stream); *dest = dst; return stream.total_out; } void GZipManager::Extract(void* data, int datalength, int uncompressedlength, void** dest) { char* dst = new char[uncompressedlength]; *dest = dst; z_stream stream; int err; stream.next_in = (Bytef*)data; stream.avail_in = (uInt)datalength; stream.next_out = (Bytef*)*dest; stream.avail_out = (uInt)uncompressedlength; stream.zalloc = (alloc_func)0; stream.zfree = (free_func)0; err = inflateInit2(&stream, 32 + MAX_WBITS); err = inflate(&stream, Z_FINISH); if (err != Z_STREAM_END) inflateEnd(&stream); err = inflateEnd(&stream); } Am I doing something wrong? The Z_DATA_ERROR with msg "invalid block" appear on "err = inflate(&stream, Z_FINISH);" Any clues?
  6. Adding to what the others said : ...and if you use Triangle strips would be a better idea as you would need N+2 vertices aka (512*512*1)+2 that is quite better.
  7. feal87

    How much time would this take?

    Don't having programming experience is what can make you do this kind of question. Doing an estimate of a programming project (especially this vague without a proper project paper completed) is pretty much impossible (even thought the estimate from Hodgman, may be taken as a lower bottom probably). The variables in making a so big project are near to infinite. Doing a MMORPG (and for that i mean 500-1000 users (if you are talking about an engine for 10-15 people its different)) engine/game isn't something you do in a very short time. A year is even a very positive estimate. (bug fixing may take years sometimes)
  8. Another thing : Check if the pitch is really what you think it is (the drivers sometimes can use some extra data at the end of each scanline)
  9. 60*4=240 please remember that the limit for the vertex shader 3.0 is 255+ constant variables. (Most vendor choose to leave it at 255) Probably you hit the top... you can't go higher on that profile. P.S. are you using the other array? otherwise it gets removed by optimization
  10. I seriously doubt that the documentation said something about D3DX being a core part of DirectX. Anyway precompiled shader are pretty fast. (You should make your own wrapper for managing shaders too if you're working for something serious) Concern about real-time compiling of shaders is pretty naïve, compilation is a pretty CPU intensive stuff as it need to optimize your code. (and here a pretty big effect compile in 140 ms) Anyway OpenGL used with the modern functionality is just a downgraded (some feature are still missing) directx. Their way of working is EXACTLY the same, so don't expect much.
  11. I feel the sadness when I see this kind of post. are you really fine with that mastodonting API that OpenGL has become!? (With those useless and slow immediate mode that is deprecated anyway) Direct X 10/11 is a clear refactor to allow to discard the old fixed pipeline crap and to allow a more clear API for both driver maker and companies. FX 11 just like the everything of the d3dx library is just an addon and almost any company does not use it at all (just like someone said before me), making it shared source has been a great improvement to allow companies to inspect and maybe implement their own version. But well let's not continue on this further as it's off topic. Your question has been answered already by MJP so I'll not go further
  12. feal87

    SSE Performance

    Quote:Original post by Jan K Hi I am currently learning a bit of SSE(2) programming, using intrinsics. As far as i can tell from searching these forums and Google, it seems to be a common misconception, that SSE is generally faster than x87 code. One article mentioned, that as long as one doesn't do at least a 4x4 matrix multiplication or something like inverse-sqrt, most vector/matrix stuff will be slower. And from my own tests i can confirm that. I have written a small 4x4 matrix class and a 4-component vector class and in comparison to the old code everything with a square-root in it is faster, but everything else is mostly 1/3 slower. Now, i do artificial tests, in that i just call one function thousands of times. What i would like to know from more experienced people are the following things: 1) Might SSE be faster, once i do more complex things with my matrix/vector code? I mean, if i have a longer mathematical expression, due to inlining the compiler should be able to get more out of SSE code, than from x87 code. So, could it be that SSE is faster in "normal" code, compared to artificially calling one function over and over (note: my typical use-case is a 3D game/graphics engine). 2) What exactly is the reason, that x87 code is often faster? First i read somewhere, that SSE uses the same registers as x87 and that the CPU needs to switch modes, which takes time. But then i read somewhere else, that this was true for MMX, but not for SSE anymore. What is correct? And if the CPU does not need to switch modes, why is SSE then not always faster. For the record: All my SSE data is 16-byte aligned and when i say it is slower, i am pretty sure it cannot be done with less instructions, because i mostly copied well optimized code (or checked that i had the same solution as others). Any information and insights from more experienced people is welcome. I'm mostly trying to understand SSE better and know more about its performance characteristics. Thanks, Jan. matrix * matrix or vector * matrix, clamp of a vector, minimizing a vector, maximizing a vector, or even vector comparison is faster using SSE. Try showing the code you're using, you're probably making some mistake. I personally have more than twice the speed doing matrix * matrix for example.
  13. feal87

    Alternate model format for DX9?

    I would suggest collada (search Google for its specification) or just rolling your own formats.
  14. Quote:Original post by roby65 Quote:Original post by feal87 i've done a similiar app for an old (dr.dos only) PDT from symbol,and works fast. speed is not necessary, seeks times are. do a check So, should i load words from file everytime the user types anything? Yep,only the needed words (5-6) using a binary search on file.
  15. Quote:Original post by roby65 Quote:Original post by feal87 db on file ordered. binary search (on file) and load only needed data in real time. I forgot to say that the "disk" is a memory stick, and access to it is damn slow i've done a similiar app for an old (dr.dos only) PDT from symbol,and works fast. speed is not necessary, seeks times are. do a check
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