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Khaos Dragon

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About Khaos Dragon

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  1. I just installed Windows 7 this past week at home and use OS X (Snow Leopard) at work. I didn't like Vista much at all, but I have to say that I like Windows 7 slightly more than OS X. For one thing, I really like how they implemented the dock/taskbar in Windows7. That being said, I think both Win7 and Snow Leopard are amazing operating systems compared to just a few years ago.
  2. Quote:Original post by Rycross That's my understanding. If you flew there on a ship traveling at C, then the trip would seem instantaneous. I think that most plans for generational ships have them accelerating at 1g half of the way, turning the ship around, and then accelerating in the opposite direction at 1g for the other half. That way you get artificial gravity out of the deal. I don't think we're anywhere close to that technology today though. Maybe in another century. Forgive me if I am being stupid, but if you traveled at the speed of light, then wouldn't an infinite amount of time pass with respect to a reference frame having a velocity less than the speed of light (for instance the earth)? If this was the case, then reaching the speed of light would immediately take you to the end of the universe. Any ambitious spaceships out there should be careful not to go too fast..
  3. ^ me too
  4. I quit about nine months ago. If there is one thing I'd recommend, it would be to stay away from alcohol as much as possible during the first 3-6 months. If you're like me, drinking and smoking used to go hand and hand and the increasing urge to smoke after drinking a few beers ruined my first few quit attempts. Nowadays, I can drink and don't have any urges to smoke, but in my case it took awhile for this to occur.
  5. Eh.. I don't know.. I guess a ten probably.
  6. It is a pretty common convention to return a null pointer to indicate that a function failed. I would argue that this would be more intuitive than using something like -1 since many people automatically expect this behavior and check for null pointers. Knowing that one needs to check for -1 would require one to be up to date on documentation, and although checking documentation is important, a very good codeset will be as intuitive as possible from it's interface alone.
  7. Quote:Original post by CadetUmfer Like this? *** Source Snippet Removed *** No, that is also wrong, your example also needs an asterisk before the you. I suppose it is all highly subjective, but in my opinion the most readable way of declaring multiple pointers of the same type is as such: Entity* me; Entity* you; Another possibility is: typedef Entity* EntityPtr; EntityPtr me, you;
  8. Quote:Original post by Momoko_Fan Memory mapping files is only useful for large files (a few tens of MBs). Essentially the operating system pretends that the entire file is in memory, so if you only want to access small portions of the file you don't have to open it then seek to the desired location. In other words, file mapping is good for randomly accessing large files. Well I do have some files that are in the tens of MBs. However, you are saying that if I don't need random access and can just read in all of the data in one chunk, then mapping will provide no benefit?
  9. DX11

    Quote:Original post by swiftcoder Quote:Original post by Khaos Dragon Since this implies rendering the backbuffer at a constant 60 fps, I think the only way to get around this would involve rendering the 3d scene into an offscreen render target on a separate thread.In that case, I am afraid that you are pretty much out of luck until multi-threaded rendering hits mainstream. Well for concept's sake, is the solution I posited in my original post theoretically possible with D3D9, even if it would require an insane amount of work to implement? A very basic test of the concept could for instance, break up the 3d scene rendering into 3 serial phases. If this could be shown to work, then one could proceed to break up the 3d scene rendering into 5-10 phases Here is some pseudo code: //render portion of main thread game loop lock(L) setBackBufferRenderTarget clearScene beginScene renderFullScreenQuad( RenderTargetB) renderHUD endScene unlock(L) //3d scene rendering thread, (doPhase(0) + doPhase(1) + doPhase(2) = a complete 3d scene bool renderCompleted = false lock(L) setRenderTargetA as render target //doPhase makes no assumptions about the current render state settings and explicitly sets all render target states it needs doPhase( currentPhase++ ) if( currentPhase == 3 ) { //render has completed copy RenderTargetA to RenderTargetB currentPhase = 0 } unlock(L) My expectation with an implementation like this is that the 3d scene would render slower than it originally did using a single threaded approach, but that the HUD would render and respond to input faster. [Edited by - Khaos Dragon on March 21, 2009 10:45:31 AM]
  10. DX11

    Let us say that we are running on some particularly bad hardware and only get 20 fps. I would like to keep rendering the 3d scene around 15-20 fps so that I can render the HUD at a good 60 fps. Since this implies rendering the backbuffer at a constant 60 fps, I think the only way to get around this would involve rendering the 3d scene into an offscreen render target on a separate thread. In my game, the 3d scene is purely auxiliary and does not provide any information needed to actually play the game. For instance think of the 3d dancers shown in the background of the game 'Dance Dance Revolution'. Technically the player only needs to see the HUD (arrows), but the dancers still function as cool avatars. The situation is the same in my game and so it would be excusable in my case if the 3d scene rendered slowly as long as the information on the HUD and my event processing responded quickly.
  11. DX11

    I have a game which requires fast keyboard input from the user. In order for the user to not be hindered by slower frame rates, I need to HUD to update at a rate faster than the rate my 3d scene updates. I am guessing that until DX11 comes out that any way of accomplishing this is highly untrivial, but I just wanted to hear if anybody has any ideas. My one idea involves compositing the 3d portion of the scene into a render target(A) on a separate thread and then copying that render target to another render target(B) when it is finished. The main thread renders B as a full screen quad and then the HUD to the backbuffer. This solution however would entail massive amounts of thread synchonization and would not be simple.
  12. Additionally you can use unlimited fixed function lights in d3d9 if you create a software vertex device. If you are able to create a hardware vertex processing device, I would use jpventoso's suggestions. If you have to fallback to a software processing device however, you don't have to worry about this stuff (although for optimization purposes you probably want to cull away as many lights as possible considering that you are probably on some old or crappy intel integrated hardware if you have to fallback to software).
  13. Quote:Original post by SiCrane Quote:Original post by Khaos Dragon Are there any codepoints that are not combinable? If you're asking if there are any legitimate sequence of code points that result in a single grapheme that lacks a single code point identity in Unicode, then the answer is yes. In particular graphemes consisting of letters with accents both above and below the letter tend not to have single code point values. Though there are exceptions like ṩ (U+1E69). Yes that is what I was asking. So how do libraries like freetype font handle this? Does freetype handle fully compositing multiple code points into a grapheme or does the user need to composite the glyphs freetype returns from each code point himself? Excuse me if this treads outside the topic of the thread, but I am not really asking for a code sample, just trying to get a stronger conception of what this entails since I have just realized my game that I thought was unicode conformant is suddenly not. One additional thought: there should be a reference string which utilizes multiple combining codepoints from a wide set of character sets in order for a text system to test its unicode conformity. Something like the acidtest for text handlers.
  14. Yes getting the list of folders from the /Volumes folder seems to do the trick. For some reason, the primary volume (the one mounted to /) never seems to be listed when I use posix to get it, but I can easily add this one myself. However, I am still a bit lost on how to get information about a specific volume, specifically if it is fixed or removable.
  15. Are there any codepoints that are not combinable? If not, then wouldn't it be possible on Windows to use the FoldStringW call and then either 1) use wstrlen or 2) convert the resultant wchar_t array into a std::wstring and invoke its size method?