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zfvesoljc

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  1. An approach I found very useful is to have flexible execution order at the high level (aka manager) system and then a second "bucket" based system for different kind of game objects/entities.
  2. i tried two version on two different projects:   - a particle editor which was using the command approach (3), I've ended up with list of following commands (new, delete, copy, deep copy, deep delete and modify property). A few quirks along the way, but it worked. wasn't too hard to make but the editor was quite specific. also, the undo/redo was not persistent and a crash meant that all unsaved data was gone (save early, save often)   - the second project was a generic editor (scene/prefab,etc..) which worked with json data. there I took a more generic way of saving json diff (2). the editor system was basically a local/remote server hosting a mongo database, to which a number of editor front ends could be connected, ie: you could write an editor as a webpage or as full standalone application -using websockets for communication. making the logic to handle json diff took some time, but in the end it magically worked. I managed to write two editor prototypes to try out the system and it was very promising. sadly, due to company changes the projects was halted... the most pretty part is that you can have a clumsy written editor, which leaks and crashes, but you don't care. the data is always safe, as each change is treated as json delta and inserted into a database automatically. the changes are persistent, logged and tracked. it does require some handling on the editor side, but once the system is up and running adding "new commands" is automatic.   credits to: http://www.insomniacgames.com/ron-pieket-a-clientserver-tools-architecture/ http://bitsquid.blogspot.si/ http://www.gamedev.net/topic/658905-remote-game-editor-web-based-or-native-code/
  3. you can check godot engine
  4. Optimizing polynomial evaluator seems possible only in a way to solve multiple evaluators at once, as mentioned before. Second "downer"  is that lookup value x has to be same for all evaluators. So, something as: class QuadPolynomEvaluator { private:    vec4 PolyConst[4]; // vec4 for polynomial of degree 4, array of 4 for 4 evaluators (e0, e1, e2, e3) public:    // @ either build time or load time    void SetEvalData(uint idx, float c0, float c1, float c2, float c3)    {       // quick and dirty way of filling components; or use "proper" store/splat/swizzle       float* data= (float*)&PolyConst;       data[ 0*4 + idx ] = c0;       data[ 1*4 + idx ] = c1;       data[ 2*4 + idx ] = c2;       data[ 3*4 + idx ] = c3;       // PolyConst[0] = e0.c0, e1.c0, e2.c0, e3.c0       // PolyConst[1] = e0.c1, e1.c1, e2.c1, e3.c1       // PolyConst[2] = e0.c2, e1.c2, e2.c2, e3.c2       // PolyConst[3] = e0.c3, e1.c3, e2.c3, e3.c3    }    vec4 Evaluate(float x)   {     vec4 vx = vec4(x); // result.x = (e0.c0) + (e0.c1 * x) + (e0.c2 * pow(x, 2.0f)) + (e0.c2 * pow(x, 3.0f));     vec4 result = PolyConst[0];     result = vec4add( result, vec4mul( PolyConst[1], vx ) );     result = vec4add( result, vec4mul( PolyConst[2], vec4pow( vx, vec4(2.0f) ) ) );     result = vec4add( result, vec4mul( PolyConst[3], vec4pow( vx, vec4(3.0f) ) ) );     return result;   } }; Makes sense?
  5. I'm trying to design (and hopefully implement later on) an evaluator system which would work either with polynomial based data or either with point based graph data ( list of [x,y] pairs from which interpolated values are calculated). So, for quick and dirty fade-in/out one can use simple polynomial data to quickly generate linear/exponential/... curves, while graph data points can be used for complex "animations". Evaluators are used by particle and audio system and based on profiling, they take a healthy chunk of the update time.   I already have a working point based evaluator: - supports arbitrary number of points (data ptr + count) - basic logic is that based on input relative x value, I have to find corresponding x-1 and x+1 pairs, and interpolate y between them - float points are compressed into words to reduce data size and to speed up look-up - constant / linear / step / bezier    What I don't like about it: - data layout; even though data for multiple evaluators is packed together, it is still in two places (eval object + data*) - the "find neighboring  points" is currently a for loop, but as points can be unequally spread out, I don't have any other sane way to find them and since number of points is actually low (4-16) I didn't bother with anything but linear search - logic & data layout; no sensible way to simd optimize this   Initially I had a static array of points but with a large number of evaluators the data grew fast. The data* + count solved that by a large factor. All in all, this is an ok-ish solution, I'm just wondering if there is a better way to handle it (for simd). Regarding the simd optimization, it seems that optimizing one evaluator is not really practical (or even "possible"). It seems more logical to try to run multiple evaluators at once, but to be honest I'm kinda stuck here...   The new polynomial part would be easy to add, the number of constants (degree) would be low, probably 4 or so, so a float vector would be enough to store data (c0 + c1*x + c2*xx + c3*xxx). The data would be used exclusively (its either polynomial or point list).  So, the big question is how to combine/structure both parts of data and how to make the logic simd-able?
  6.   Sometimes you just need to rearrange the data. The benefits of simd ops do no come from a1*a2*a3*a4 but rather from: v1(a1,b1,c1,d1); v2(a2,b2,c2,d2); v3(a3,b3,c3,d3); v4(a4,b4,c4,d4); v5 = vec4mul( v1, vec4mul( v2, vec4mul( v3, v4 ) ) ); // v5( a1*a2*a3*a4, b1*b2*b3*b4, c1*c2*c3*c4, d1*d2*d3*d4 )
  7. I'd just use real world materials for starting point and expand them with sci-fi/fantasy ones later on.
  8. Well as I understand it, we are calling java code from js: <% javafunc(); %> 
  9. Thanks guys. Multiserver logic is clear now.   As for java, I'm still figuring out if this is actually still a valid requirement.
  10. I'm working an application, let's call it a tool server which will accompany the target applications. The tool server is written in c/c++ and its embedding mongoose web server to allow http/websocket connections. To the target application it's connected via customized network library. The basic logic works: web server hosts a web page, which is using JS and websocket and the communication flow targetapp <-> toolserver <-> webpage is working as intended. This allows us to create "simple" web apps for stats tracking, logging and some data editing. But to do some more "serious" apps we need java applets. To run them we need a proper java server like tomcat.   I'm doing some research on how to combine these two things. I read about mod_jk which is a link between tomcat and apache web server, but since I'm kinda new in these waters, I'm looking for some advice.   1) What would be the "smoothest" way to integrate tomcat server into existing setup? I'd prefer to have a copy only "installation", so when toolserver is started the tomcat should also start, and vice versa on stopping. Just install run/stop service?   2) Biggest issue is how to link web server with tomcat. I presume the webserver would still be entry point? How to handle websocket communication from tomcat webpage to web server and then to tool server?
  11. In the end, you will probably want to have the network code completely independent of the game code - logically (game code) and technically (update rate ie.). I'd just take the data pointer from packet, copy the data into your structure and release the event. Then pass your structure into "higher levels" (session, game).
  12. For multiplatform window handling (and other "basics"), you can use SDL.
  13. If you want a more concrete answer, you need to ask a more specific question. What kind of a project are you aiming at?