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qesbit

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  1. Quote:Original post by Evil Steve Quote:Original post by qesbit Forget it noobs. I found a better solution. What way did you find? Using macros to redefine the new and delete keywords is the standard way of getting around it (as Paul Nettle's code shows). Standard? haha. Go back to ripping code from open source projects. Quote: However, what I don't understand is how your memory manager is "fully garbage collected and it is optimized for extreme real-time performance" Because C/C++ is a very difficult language to make a garbage collector for and it is exactly the information I need when and if the garbage collector does miss blocks, so I can analyze the code and figure out why it missed it. It's optimal on Windows systems. Understand? [EDIT] You think knocking me down a 100 points on my rating hurts my feelings? You're all a bunch of noobs anyways, I really don't need your help. You know, I might have been willing to share it with others, but after being slammed so hard on my rating, you can pretty much kiss the baby on it.
  2. Quote:Original post by Rob Loach Just curious, why do you want to overload the new operator? If you need to ask that question.. Forget it noobs. I found a better solution.
  3. Quote:Original post by Jan Wassenberg heh, "(advanced)" always cracks me up ;) You have to agree it's more advanced than the normal question "how do I use new?" :-) I don't like any of these ideas, I've already done them and I think they suck. I said advanced in the hopes somebody has a cleaner solution. [EDIT] I looked at your library.. you need to concentrate more on better algorithms for real-time performance. My memory manager is fully garbage collected and it is optimized for extreme real-time performance. I just want a cleaner way to get this info to new than bull**** macro hacks.
  4. I am trying to find a way to get some information to operator new without having to break the C++ model. Essentially: I want to be able to pass file name, line number, and other info to new in my memory manager, so when I find leaks I have more info to debug. I have looked at Paul Nettle's code.. borrowed some ideas from it. However, I really don't like the way it does this. Is there any way to do this without breaking C++ model so that I can just use x = new foo; instead of x = new (whatever) foo; I don't like that (whatever) stuff. Thanks
  5. Huh?? Don't rotate the tangent matrix. I have no idea what you are talking about :-) When you are computing your light vectors are you using the light position or the view position? If your light position isn't moving... it will always light one side of the object :-)
  6. Quote:Original post by moagstar Are you performing per-vertex or per-pixel lighting calculations? The visual apearance of SH can be greatly improved with per-pixel calculations. I need to research the technique more. The technique looks wonderful until the lights move. It may just be the implementations I have looked at though. The shadowing and the light radiance looks *wrong* if the light moves. I don't know how to explain that. It just doesn't look real. It definitely looks good until the lights move.
  7. Quote:Original post by mohamed adel Spherical harmonics is not a lighting techinque but a method to change an integration over a spherical surface to a sum of add multiply operations that are rotationally invariant and can be done quickly using today's hardware. you use spherical harmonics to encode your lighting model.you can use PRT, monte carlo ray tracing or any thing else. by the way, how many coefficients are you using? the problem with spherical harmonics is that it needs a great number of coefficients to prevent those dark spots and make the movement of light smooth, and this is where the wavelets beat spherical harmonics. Ok, understood. I don't recall how many, but I know it was fairly small, as it takes about an hour to do it for my scene as it is. I think I had more and it literally took so long I thought it crashed so I reduced them. Thanks I understand the basic technique I just wasn't impressed with what I have seen of it so far.
  8. I have to say I am not really impressed with this technique. I have implemented it, and look at other implementations. I find the lighting looks weird and when the lights move it looks just weird. I am working on a technique to do global illumination in 2 passes on a Geforce3 card . I think I can squeeze it into 1 pass on an FX or Radeon. So far I think it looks better than SHL too. If anyone has a 'good' example of SHL please show me, so far everyting I have seen did not impress me. It looks good until the light moves.
  9. april fool's dummies.. (No, I am not chaosgame)
  10. Quote:Original post by Zodiak Hello! Not sure whether this topic should go here or into Scipting, but nevermind :) My question is... How do you use scripting langs such as Lua, Python etc. in your program to benefit from it? For example, in games? *Where* and *how* would I use, say, Lua and, say, my RTS game? Could anybody please give me a short example of using Lua or Python from within C# (well, I guess C++ would do too since I want to understand the technique itself)? I need all the steps and please explain a lot :) Because I have no idea on how to use these scripts. Any help would be greatly appreciated. Thanks. Scripts are only one part of the solution. Data driven design is the key to flexibility. Scripting combined with data driven design is ultimate power. In an RTS, you would use scripts combined with data documents to define everything in the world. Scipts combined with a data table can be used to generate maps, units, work with an AI database, etc. The best part is that data driven design is just simple text files! Using this approach, you can customize EVERY aspect of your engine, from the pipeline to the user interface. And just about anyone can edit them they are just text files. Meaning while programmers are busy working on something for the art team, artists and map makers can play around and discover new effects and techniques. I would thouroghly begin by understanding how to design a data driven engine and than combining it with a script language. You don't even really need a script language at all, but they are useful for map generators, making scenarios, and other things. G'luck
  11. If you haven't done anything in 4 years I'd say give it up and find something else to do. Programming is more about motivation than anything. You have to want it and you have to follow through with it. You are generally going into solving a problem not knowing all the answers and having to research and prototype. Good Design is based on experience and ability. The other things are paradigms and patterns. Languages don't mean much, they are all designed to do the same things from different models and approaches. I'd start with Scheme. Scheme is clean, you are only facing the problem, and not the complexity of the language. It is probably the simplest language around. It is also fundamentally a very powerful language. If you can master scheme you can master any language they throw at you.
  12. I think they are right on. Charge for access to the servers. If you do it right, you can extend the system, while keeping your extensions closed source. You have to look at the license, and find out ways to work around that. Usually, if you dynamically link to it, whatever is dynamically linked does not have to be the same license. But you will haev to release the changes that use those dynamic links in the code. But it's not really a big problem, becuase nobody will have access to whatever stuff you are doing in those dynamically linked systems. This way, you could add unique stuff to your game and server that nobody else has, and gives an incentive to use your servers. Otherwise everybody can run the same thing, and the same sever and game, and you have no advantage. Selling items is a really really bad idea. Who knows what the liability of such issues are going to bring in the future? I wouldn't want that responsibility on my head without a serious lawyer team behind me. I think it's not ethical as well as probably a potential legal issue.
  13. OpenGL

    You're being silly, that information is already on those poly's. You can do it like I do it, every item in the map has a shader id, which are textures and whatever other state. I don't use a BSP, but I only used it for collision anyways, everything else is actually just loaded as models and tucked away so I know which PVS set they belong to. I just call them sectors or segments. The bsp is only used for collision, and to find out which sector you are in so you can look at all the PVS bits in it and determined what is visible from there. [EDIT] YOu can do it the other way and actually store all the stuff in the BSP if you want, it makes it unwieldly if you ask me. But for each poly you also store the shader id, and lightmaps, etc. I forget how quake did it exactly but it is something like that.
  14. I wonder why so many people around here are sooo hating at C. It's extremely simple. It's generates extremely fast code. And smaller code too. It prepares you for understanding C++. C++ is not any safer than C without good understanding of C++ and how to use it. You can do generic programming and OO in it (to some extent). You can get programs done in it much faster than C++ (IMHO). If it's just because you don't have STL with C? I will gladly give you my data structure library in C that duplicates mostly everything STL does and is generally faster. Well, use whatever you want, but while you are still trying to create the perfect OO system I'll be cashing my next check at the bank using C and, when I find it useful, C++.
  15. Yann is right, except I think he should give maxscript another chance. It is really really useful for alot of things. The language sucks but, it can be a very useful tool still. I would definitely not ignore learning it. THere are many many times a script is far easier and more useful than a C++ plugin. But for a serious exporter maxscript will definitely suck. [EDIT] Maxscript is more of an artist's friend. You can set it up so that, if you need to do certain operations many times, you have a script that does it for you. From a prgorammer perspective it sucks though.