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About _Silence_

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  1. Leaving a company at a critical moment

    Hi. I had "exactly" the same thing than you few years ago. I was in a company where I was feeling well, where I had some responsibilities. I re-architectured the project where I was involved in in a way superiors were very happy, and they gave me a new project where things went on the right way. Then I had a phone call from another company, more near from my own family, just few months before my first child would have come to birth, which I accepted mainly because of the salary (and after talkings with my wife). Now I don't know if this was a good or bad idea. I can say that it would have been very difficult to make my family live correctly with keeping my previous job. However I would have an a better experience in software architecture and engineering. But now I have more money, I live not too far from my parents, my wife could have staid with the kid for its first years. I have less responsibilities than before, I won't have the opportunity to architect a new project, I don't work in 3D anymore. But as stated above, I'm still not able to tell if this is good or bad. I guess this is simply life where you need to make choices, and sometimes choices will have a bigger impact on your whole life. And trying to figure out if previous decisions were good or bad will not make things change, and most of the time will not help you make a better decision for the next time, since things are never the same. If you start to have regrets for your old partners or superiors, this is not good. Because most of the times these persons will not have regrets for you. Maybe I'm wrong here, globally speaking, but in the country where I live, you really have to think like this. Hope that could help.
  2. OpenGL glError 1282

    Sorry to be a bit rude, but... You already posted in another forum, plus in this another forum you posted twice in the same section. You started to have answers from this another forums, from people willing to help you solve your problems. And you posted here in this forum after the answers from this another forum. This is not that respectful, plus this will spread answers instead of focusing on them. Also, please consider how to ask questions. Telling that you have a certain error (which I, to say, gave to you on the other forum) and spitting your code after will not make people willing to help you. Thank you.
  3. Transforming Angular Velocity

    You'll need to transport them too if they don't apply to the same point (see Varignon theorem).
  4. C++ use class

    You don't feel really comfortable with this programming language. I would like to suggest you taking some lessons before moving on. This will definitely be a win-win.
  5. C++ use class

    By just reading the file you have as a link ? Line 144.
  6. FreeType example

    And you have the ttf at the same location than your binary ? From the tutorial, errors are gotten, but not managed: manage them. Also, debug your program to see where things get bad.
  7. C++ Win32 Clang c++98 vs c++11

    You still can try to test something like this: #if __LONG_MAX__ == 9223372036854775807 // long is 64 bits #if __LONG_LONG_MAX__ == 9223372036854775807 // long long is 64 bits What I was saying in a previous post is that you cannot tell that int will forcely be 32 bits, long long 64 bits like this. If the OS and compiler were narrowed to very few combinations, then probably. But your header is meant to support other Unices and unknown compilers. This imply that the only rule applicable on these types are that: sizeof(int) <= sizeof(long) <= sizeof(long long) Hope that could help
  8. C++ Win32 Clang c++98 vs c++11

    You don't need default sized types for that. It was possible to do that before C++11, fortunately. You have these files which are fully ISO C++ 98 (and thus C++ 03/11/14/17) compliant: http://www.cplusplus.com/reference/climits/ http://www.cplusplus.com/reference/limits/numeric_limits/
  9. C++ Win32 Clang c++98 vs c++11

    Inspect windows.h and try to see why it tries to use constexpr. You will probably need to define some macros that you'll discover while inspecting windows.h Also: ></pre> <table> typedef unsigned char fpl_u8; </table> <table> typedef unsigned short fpl_u16; </table> <table> typedef unsigned int fpl_u32; </table> <table> typedef unsigned long long fpl_u64; </table> <table> typedef signed char fpl_s8; </table> <table> typedef signed short fpl_s16; </table> <table> typedef signed int fpl_s32; </table> <p> typedef signed long long fpl_s64;</p><p> This is not guaranteed to be what you think about them. Most of the time, yes, but sometimes no. You'll have to rely on other things (compiler pre-defined macros, standard headers max values for each types...).
  10. Well yes, but... 20 years ago, maybe 12 years ago, this was affordable. But today, things are different. I mean, yes, almost any programmers with some 3D skills (understanding space coordinates, trigonometry, vectors and matrices) can start an engine, a modeler or a simple ray tracer. But where things start to become less easy, are the things that start to become interesting. But you'll have to spend time until arriving to these points. If you have that time, then go and try all what you want. But if you don't, just surfacing these will not give you enough information about the real today's questions of each. Maybe I'm wrong there, but this is really what I think. There is assimp which is widely used. For 3ds only, there is lib3ds. Both these libraries are fine for 'simple' use. But both of them (the latter might be dead thought) would need more efforts for supporting better the formats they are supposed to support (ie assimp fbx is really shitty, both assimp and lib3ds can shit when using non-conventional 3ds files - ones without nodes). Thus making professional softwares to rely on non open/free libraries. Thus making people like you and me to become frustrated because the model/scene we wanted to use looks like an awful haystack (since we use these free libraries) Looks like something lacking in the open source world. I would like to follow this.
  11. To edit or to not edit

    Also worth to mention to my opinion: Having the editor embed the engine allows to: Have some WYSIWYG HMI (at least at some points) Make the engine focuses on its purpose: render a scene as respectful as possible and as fast as possible Change the editor more easily (ie you can start writing your editor in C++/Qt and then move to C# without having to change a single line of code in your engine) Provides the engine without the editor. For example, games generally don't need the editor to be provided with. Have an editor to work with several engines Edit without using full CPU/GPU resources (not that true for UE4 however...)
  12. Use the free image public license if you want to use it with commercial applications.
  13. Want to buy an Asus laptop ? Think before.

    Not only in UK. This depends a lot on the seriousness of the seller or manufacturer. I do computer sciences since 20 years now. I have had many computers and other hardware. I have had very very few issues. Last time (maybe 4 years ago), my power inverter bugged and destroyed my main computer: RAM got killed, an hard-drive died. I called the warranty of the inverter, they came the next day to give a new inverter, and few days later someone came to get the old one. I then sent all the buying proofs for my killed hardware and got reimbursed quickly. The inverter was a cheap APC one (less than 100€ if I remember well, so far from these 1800€). And they did not wanted to know why it happened. I just got reimbursed for far more than the cost of the inverter ! This is just a serious company which takes care of its customers. Asus is not. At least not in France, and not in other countries (I know this is the same in Russia). Maybe it is in USA, somehow obliged by law. Asus is just sliding from its old well reputation made 15 years ago. This is not serious at all. I believe that serious companies still exist, and so I hope people who will read this will be able to make the good choice (I think Dell and Hp are good for this). Of course 92% of the time, you will not have any issues... Thank you guys.
  14. Vertex attributes are generic. You can give whatever meaning to each of them. Common ones are the vertex itself, its normal, its color, its texture coordinates, its tangent and or binormal. Often there can also have a weight, a transformation matrix (or quaternion or set of vectors). You can also think of adding materials... Before shaders, OpenGL already had vertex attributes (as shown in the link from my previous post). These were the common vertex ,normal, texture coordinate(s), color(s). So vertex attributes are all what you give the vertex shader to eat that go along with a vertex.
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