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About AndyPandyV2

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  1.  Well I figured it out..  and it did give a significant speed up which surprised me.   Rearrange the VS output like so. Moving the SV_POSITION value to the last location.   struct VS_OUTPUT_SIMPLE{     float3 Normal     : NORMAL;          float4 Color : TEXCOORD0;     float4 Position   : SV_POSITION;  };   And using this as PS input.   PS_INPUT_SIMPLE{     float3 Normal      : NORMAL;           float4 Color : TEXCOORD0; };   I had assumed the order wasn't relevant because it is being bound to NORMAL/TEXCOORD0 etc, but it appears that it is.
  2. From this PDF of performance tips by AMD:   http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/05/GCNPerformanceTweets.pdf      This statement isn't making much sense to me based on testing this in a VX/PS combo.   Take this VS output.   struct VS_OUTPUT_SIMPLE{     float4 Position   : SV_POSITION;      float3 Normal     : NORMAL;          float4 Color : TEXCOORD0; };   If I write these in the VS, and create a PS like so   Output PixelShader(VS_OUTPUT_SIMPLE In){}   The AMD statement would lead me to believe I can create an alternate struct that lacks SV_Position, and use that as input to the PS.   PS_INPUT_SIMPLE{     float3 Normal      : NORMAL;           float4 Color : TEXCOORD0; };   Output PixelShader(PS_INPUT_SIMPLE In){}   But this does not compile   It fails with this error.   Stage linkage warning: Semantic NORMAL has been placed in different registers in the two stages.   (which is what I'd expect, aside from this mysterious AMD statement).   Anyone grok what AMD is saying here?
  3. “When these shared pointers get assigned to either default constructor or NULL, they allocate a reference counter and then free it when scope ends since they are just temporaries.”   Not true, they allocate nothing until used  Whatever broken implementation you had might have done this, but it is not how it is supposed to work.     Though I agree that in general to avoid shared_ptr, or use as a a last resort, the vast majority of the type value semantics or unique_ptr are the right choose.      I would avoid std::vector for similar “not made for games” reasons.   Also not true. A legitimate complaint against vector was that in C++03 its allocator model was stateless, which frankly sucked.  This is fixed in C++11, stateful allocators are fully supported, and there is no reason at all not to use vector.
  4. AndyPandyV2

    EPA Declares Wind Turbines Illegal

     The giant spinning blades are really loud, when I hiked through SoCal on the PCT they were everywhere and sounded like trains.  I can only imagine how disruptive to wildlife they must be..
  5. AndyPandyV2

    VS2013 always online requirements?

     I only have the release candidate (2013 RC), but it works fine for me offline.
  6.  I don't think C++ is going anywhere any time soon.  There is no practical replacement for it.  Also the C++ committee has recently become very active; C++11 was a large improvement, making C++ feel almost modern, and C++14/17 will be out soon enough.     Which language you should learn for game development depends entirely on what type of games you wish to make. If you don't mind being stuck in Unity land, C# it is.     You say you want to "become serious in game dev". Serious to me means knowing C++.    Languages like C#/Java/Javascript/Python are fairly brain dead and don't require much effort to learn, so learning them once you know C++ isn't difficult.   Alternatively Languages like Haskell/Lisp are a tad bit more interesting, and I think an understanding of functional programming will get you farther than just tacking on junk language X.
  7. AndyPandyV2

    Just how complex are AAA games?

     I found Bullets code pretty easy to read, it is fairly basic C++.   Most AAA game engine code is garbage.  Hacked together under deadlines and generally using outdated or overly simplistic standards.     Lots of people would love a better C++, but there isn't one yet.  Go = garbage. D = not ready.  Haskell = not ready.    snacktime - what language would google be dumping C++ for?     Also Rob there is no reason to be using an old compiler like 2005, grab 2013 RC, it is free, has at least moderate C++11 support, a better/faster IDE, and of course produces much more optimal code(especially when dealing with SSE, where older compilers like 2005/2008/2010 were utter trash).
  8. AndyPandyV2

    GPU Terrain generation, cell noise, rivers, crater

    Nice stuff Ysaneya. Have you run into any precision problems when you get near the surface of the planet? If I'm not mistaken once you get down near 20 octaves(assuming amplitude drops by 1/2 each time) your nearing values that a float can't really represent.
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