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About b2b3

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  1. Well, if the company also has presence in Sweden, you may be able to get salary closer to the Swedish one. However, I guess that this will wildly depend on the HR/management people who will deal with you. I know some people who work for the same company and do basically the same jobs and have quite different salaries - some projects are well paid, some not so much... Buying an apartment can be quite expensive here. I just had a quick look at some online offers and it seems that the prices start somewhere around 2 million KC (72500€) for a flat with two rooms with floor area of 40-50 m2. The prices seem to be going down since all the talk about crisis scared some people and now there is lower chance of getting a mortgage. If you wish, you can check prices for yourself here. It is a Czech page, but putting it to a Google translator seems to get reasonable results at least for the main UI. You can also check renting prices on the same page. I also checked the prices in different parts of the city and it seems that for example renting in Prague 1 (the historic part) is about 30% more expensive than for example in Prague 8 (which is still in the middle of the city). Of course, this will also depend on the owner of the house/flat. The public transportation system is very good in Prague and you will have no problem getting around unless you live on the outskirts.
  2. I guess you should be able to get at least 30000 KC (almost 1100€) net salary per month with your experience (that is almost 42000 KC gross - 1520€). I guess, after a while you should be able to get 40000 KC net or more (56000 KC gross). Just for comparison, current average gross salary is a little over 23000 KC (which is approximately 17500 KC net). Cost of living: Apartments cost approximately 6000 KC (220€) per month per bedroom/living room. So if you rent flat with 2 rooms and separate kitchen you can expect prices starting at 12000 KC per month. Of course it depends on the location - near subway stations, historic locations, shopping centers etc it can be much more expensive. Food is cheaper here and I usually spend 5000-6000 KC for food every month (180-220€). When I wasn't working I spent about half of that and was still eating much better than the other students.
  3. Quote:Original post by Dmytry Quote:Original post by b2b3 I have Radeon HD 4850 in the desktop and the errors were exactly the same as other posters with ATI hardware reported. I will try the latest build in the evening and report back... Get latest drivers as well. It worked on Radeon HD 4850 with latest drivers for someone else, and it seems it does not work with even slightly outdated drivers (seems that amd is more serious about supporting opengl than ati used to be, and there was massive improvement in opengl support). I tried newer release and new drivers and now it works in XP. As for the win7, I reread their release notes and they mention that OpenGL is not supported in 64 bit beta drivers. In which case it is strange that you program even started [smile].
  4. Very nice. Although I found controls to be a little confusing - especially the fact that once you start moving it keeps on going and it is easy to get lost "in space" if you can't see the fractal. The last build (2009-01-15_1) works for me on ATI Mobility Radeon HD 3470 on Vista 32 bit. It has definitely been improved since all previous builds failed on this computer. I also tried to run previous builds on the desktop in 32 bit WinXP SP3 and in 64 bit Win7. On XP it always creashed with access violations, on Win7 it just displayed white rectangle on the sccreen. I have Radeon HD 4850 in the desktop and the errors were exactly the same as other posters with ATI hardware reported. I will try the latest build in the evening and report back...
  5. You can find shaders for materials used in max in its installation directory in maps/fx. But note that those shaders are probably copyrighted, so you can't just copy them.
  6. Tom Forsyth posted nice article about the mip-map selection algorithm on his blog. You can always precalculate the largest triangle of the mesh and then it is easy to calculate the mip level. Problems may arise when you use something that deforms triangles (e.g. skining) - that might make your assumptions about the largest triangle incorrect and therefore you may select incorrect mip-map.
  7. b2b3

    'Must have' tools

    Development: Visual Studio 2005 - everyone knows this [smile] - cost: depends on which version, student/express are free Doxygen - generate nice documentation from source files files - multiple output formats (e.g. html, rtf, win help...) - similar syntax to JavaDoc - cost: free Eclipse - excellent IDE, especially for Java - cost: free Notepad++ - improved text editor with highlighting support, plugins... - cost: free TortoisSVN - SVN client for Windows - cost: free WinMerge - file diferencing and merging - supports plugins (e.g. ignore comments...) - cost: free Putty - SSH client for Windows - cost: free WinSCP - SCP/SFTP/FTP client for Windows with dual-panel interface - cost: free Misc Tools Lclock - simple replacement for default clock in WinXP - contains very nice and configurable calendar - cost: free Samurize - system monitoring tool for Windows - shows various system stats on desktop, you can create your own "skins" in designer - supports plugins (there's lots of them, e.g. weather, TV/Radio programming, news...) - cost: free Process Explorer - replacement for standard Task Manager only it is 1000 times better [smile] - cost: free - other Sysinternals (now Microsoft) tools are worth checking out here XnView - graphics and photo viewer and very simple editor - supports tons of formats - cost: free GSpot - shows detailed information about codecs used to encode video so that you can "debug" why the friggin' player shows nothing - has cool name [smile] - cost: free VMWare - virtualization software for when one OS is not enough - VMWare server is very nice to use especially on a dedicated HW - cost: $189 or more depending on version, some of them may be free
  8. glGetString(GL_EXTENSIONS) does not return all extensions that are supported by hardware. It returns only GL extensions (those with names starting with GL_) and some special extensions that are kept there for compatibility reasons. WGL extensions live in a separate "namespace". To query all WGL extensions your hardware supports you must first query if your hardware supports WGL_EXT_extensions_string or WGL_ARB_extensions_string extensions. Both these extensions provide methods to query list of WGL extensions in similar manner than classis glGetString. That is, to query list of all supported WGL extensions you have to do this: PFNWGLGETEXTENSIONSSTRINGEXTPROC wglGetExtensionsStringEXT = wglGetProcAddress("wglGetExtensionsStringEXT"); std::string wgl_extensions; if (wglGetExtensionsStringEXT) { wgl_extensions = string(wglGetExtensionsStringEXT()); } or using the ARB extension: PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB = wglGetProcAddress("wglgetExtensionsStringARB"); std::string wgl_extensions; if (wglGetExtensionsStringARB) { // hdc is handle of the current device context wgl_extensions = string(wglGetExtensionsStringARB(hdc)); } So to test if some extension is supported, you have to test both GL and WGL extension string.
  9. b2b3


    Quote:Original post by Catafriggm Would I be correct in recommending compiler intrinsics rather than assembly, as inline assembly format (or even support) varies by compiler, and using the compiler intrinsics allows compiler optimization? Although I guess portability's not so important if you're not making library code for reuse (like I am). Intrinsics may be better in some cases. Main advantage may be the optimization since compilers usually don't optimize across asm blocks. In VS 2005 you will even need to work with intrinsics sometimes, since inline asm is not supported in 64 bit mode [sad]. Of course it has some drawbacks. For example, it may not fully support instruction(s) you need (e.g. __cpuid in Visual Studio 2005) and it is entirely compiler specific (or at least I don't know of any "standard" for intrinsics).
  10. b2b3


    Your problem is the declaration of union within Vector struct. Your code tells compiler to put all x, y, z, w and D[4] on the same place. That is, addresses of x, y, z, w are the same. What you want is: union { struct { float x, y, z, w; }; float D[4]; }; Otherwise your SSE code is OK.
  11. Why not use C# for the core engine and scripting? You already limited your students to Windows since you use DLLs, so that shouldn't be a problem. In C# scripting can be done very easily. It would allow them to use all features C# provides. C# runs quite fast, so speed shouldn't be problem. Its syntax is also quite to C++, so if your students already know C++, it shouldn't be too hard for them to learn basics of C# quite quickly. There was a thread a while ago how to do .NET scripting - Easy Scripting in .NET. It does not seem too complicated and should be powerful enough for all your needs. Game data can still be supplied to the AI update function as some kind of object. The only problem may be that this would require massive rewrites on your part. So it is probably not an option if the code base you would need to translate to C# is too big.
  12. b2b3

    floating point safety

    You may want to read What Every Computer Scientist Should Know About Floating-Point Arithmetic. It is quite long, but contains a lot of interesting details about how IEEE floating-point numbers behave.
  13. b2b3


    Quote:Original post by JohnBolton The key is not the equation. The key is the location and size of the image, and the coloring algorithm. Center the image on an edge (instead of 0,0) and use .00001 for the width and height (instead of 2) Exactly. Most of the cool images you see on the net are just Mandelbrot or Julia fractals (possibly with small tweaks like different exponents or bailout values) but they use interesting colouring algorithm. Some people use quite crazy colouring formulas and the results can be really nice. If you want to try some of them, you may want to look at UltraFractal. A while ago I wrote very simple fractal generator when I was trying to explain how to use gradients to a friend. I used simple (linear) gradients and various functions to generate colours in the image. You can download source here. Archive contains source (C++) and VS2005 solution and project files. Compiled version (32 bit, Win XP) can be found here. Note that it was written only as an example, so it is not very fast nor is it bug free and it can surely be rewritten much cleaner.
  14. b2b3

    System information

    I would also recommend WMI (if you are developing for Windows). It's not that hard to use and stores tons of data about every device you have installed. If you have good support code (that is code that accesses WMI resources), adding new features to your detection routines is very trivial. Using WMI has multiple advantages over custom routines: Usually you don't need super detailed data about CPU, so writing own asm routine is kind-of pointless (but it is still fun [smile]). If you write your WMI code well, it will run on every Windows newer then Win2K. There is no guaranteee that certain registry keys will not move or be declared deprecated. With WMI you don't need to care about that. Just access data that is stored in WMI classes. Everything is stored on one place. No need to search through obscure registry keys hoping that key XYZ stores value you want. Just look at list of the WMI classes and you are set. WMI provides simple, database-like query mechanism (WQL language) WMI can even be used to monitor your system performace. Again, zillion different counters are available. I've used WMI to collect various system data and even monitor system performance and I was quite happy that I decided to switch to WMI, since my original code was really messy and was nightmare to test.
  15. Quote:Original post by phantom Quote:Original post by b2b3 Pixel Buffer Objects Extension: WGL_ARB_pbuffer Windows extension only. This allows you to create offscreen buffer to which you can output your rendering calls. Pixel buffer is basically an "invisible" equivalent of the window. No, wrong. WGL_ARB_pBuffer is for a pbuffer, this is NOT the same as a PBO or pixel buffer object. PBOs are a method of performing Async transfers from the GPU and buffer to buffer copies on the GPU (such as textures to vertex buffers). And frankly, unless you need a seperate context, you won't want to be using pbuffers, instead you want Frame Buffer Objects (FBO), which are the newer and much improved method of rendering to a texture. There is also a short series of articles on FBOs written by some really top guy [grin] You are right, I got them mixed up [embarrass].
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