• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

phil126

Members
  • Content count

    16
  • Joined

  • Last visited

Community Reputation

199 Neutral

About phil126

  • Rank
    Member

Personal Information

  • Location
    Northport NY
  1. I perform real-time DSP processing using CUDA for signal processing applicatiions. My application are in 5-10 mega sample range, much high than audio sampling without much problem. Depending on what algorithms you want to run it really should not be a problem. Using CUDA you can directly write from the PCIe audio capture device to the CUDA GPU without going thourgh CPU memory as of CUDA 4.x. This cut down on the latency. The best latency you will see is around 5ms.
  2. What type of noise are you trying to model, White Gaussian or a "colored" noise? If you just need gaussian at a given level. http://people.sc.fsu.edu/~jburkardt/cpp_src/normal/normal.html Their stuff seems to work.
  3. Each binary place represents a double. So a 1 bit number is either 1 or 0 2 bit 0,1,2,3 (4 numbers) or 2^2 3 bit 0,1,2,3,4,5,6,7 (8 numbers) 2^3 4 bit number 0,...,15 (16 numbers) 2^4 A binary system is always going to have 2^(number bits) unique number reprensenations.
  4. Are you trying to solve them analytically or numerically?
  5. Thanks for your quick replies. I was pretty sure it was not possible. I just needed seom ammo for when I go inot a management meeting to tell the customer they have conflicting requirements. I was pretty sure it was not possible. I will try to do a quick test of the method stated.
  6. The requirement comes from a safety specification. The program is an interface for test equipment which has to have a master off button which apparently needs to be accessed even if the program is not logged in. The master off button cuts the power to everything. It is a duplicate of the hardware version of the big red button. The argument is that the button needs to exist the moment the equipment is powered up. (They at least gave me the time for the computer to boot) The reason the user has to log in is that the users must have network authentication.
  7. I have an interesting question for the Microsoft programmers. This is not game related but windows environment related. I received a requirement for a window or dialog to be persistent which I took to mean always on top and in the same location but at coding a demo the customer informed me that they wanted the window to persistent even if the user logs on and off the computer. So I ask the question is this even possible in the Microsoft Windows Environment? Can I display a window constantly displayed even at the log in screen?
  8. When creating a thread specify the which processor to run the thread. This will force the the OS to put that thread on that processor. I will remind you that now you have to check how many processors there are and if a processor is "pegged" and you tell you new thread to run on it oh well. But when you run massivly parallel code ie >4 cpus you almost have to specify what cpu to use. At least this has been my experience. MS(XP,2003) and Linux (cerca '02) do not scale scale well beyond 2 cpus. I do not know about Vista or the newer Kernel of Linux. SGI actaully had the best scaling OS scheduler that I ever used. My 2 cents.
  9. Math has been extremly important for me. Look at it this way how many forum questions in OpenGL and DirectX always have to with Matrix transforms or numerical methods. It is important in game physics, AI, game play, optimization, etc... So unless you just want to program interfaces or GUI then I would say go for the most math you can.
  10. If you use the conjugate gradient method http://www.cs.cmu.edu/~quake-papers/painless-conjugate-gradient.pdf. It will give you a solution even if the matrix is ill conditioned or does not have an inverse. In those cases the answer you will get will be the soultion with the "highest energy". It also uses a set number of operations which can be useful in a situation where the timing is critical.
  11. Don't set anything equal to zero Just solve for t. t = (sqrt(v^2+2*a*d)-v)/a
  12. If that was the case the RAM was bad to begin with. His progrtam just tested much like memtest.
  13. I personally would convert to a spherical coordinate system. http://mathworld.wolfram.com/SphericalCoordinates.html That way you only do the conversion to x,y,z once. Every thing else can be done in r,phee,and z.
  14. You might want to take a numerical methods class. I did not truly realize the power of matrix and vector math until a took a numerical methods. Once you realize how to solve systems of equations or complex equations into a system of simplier equations it all starts to fall into place. My background is Electrical Engineering and usually most problems wind up having to be solved numerically.
  15. If you are allowed to use some of Windows Shell The following sample console application illustrates the use of SHFileOperation to copy files from one directory to another. The source and destination directories, C:\My_Docs and C:\My_Docs2, are hard-coded into the application for simplicity. It is MSDN under Managing the File System #include <shlobj.h> #include <shlwapi.h> int main(void) { IShellFolder *psfDeskTop = NULL; IShellFolder *psfDocFiles = NULL; IMalloc *pMalloc = NULL; LPITEMIDLIST pidlDocFiles = NULL; LPITEMIDLIST pidlItems = NULL; IEnumIDList *ppenum = NULL; SHFILEOPSTRUCT sfo; STRRET strDispName; TCHAR szParseName[MAX_PATH]; TCHAR szSourceFiles[256]; int i; int iBufPos = 0; ULONG chEaten; ULONG celtFetched; size_t ParseNameSize = 0; HRESULT hr; pzSourceFiles[0] = '\0'; hr = SHGetMalloc(&pMalloc); hr = SHGetDesktopFolder(&psfDeskTop); hr = psfDeskTop->ParseDisplayName(NULL, NULL, L"c:\\My_Docs", &chEaten, &pidlDocFiles, NULL); hr = psfDeskTop->BindToObject(pidlDocFiles, NULL, IID_IShellFolder, (LPVOID *) &psfDocFiles); hr = psfDeskTop->Release(); hr = psfDocFiles->EnumObjects(NULL,SHCONTF_FOLDERS | SHCONTF_NONFOLDERS, &ppenum); while( (hr = ppenum->Next(1,&pidlItems, &celtFetched)) == S_OK && (celtFetched) == 1) { psfDocFiles->GetDisplayNameOf(pidlItems, SHGDN_FORPARSING, &strDispName); StrRetToBuf(&strDispName, pidlItems, szParseName, MAX_PATH); hr = StringCchLength(szParseName, MAX_PATH, &ParseNameSize); if (SUCCEEDED(hr)) { for(i=0; i<=ParseNameSize, i++) { szSourceFiles[iBufPos++] = szParseName[i]; } pMalloc->Free(pidlItems); } } ppenum->Release(); szSourceFiles[iBufPos] = '\0'; sfo.hwnd = NULL; sfo.wFunc = FO_COPY; sfo.pFrom = szSourceFiles; sfo.pTo = "c:\\My_Docs2\0"; sfo.fFlags = FOF_SILENT | FOF_NOCONFIRMATION | FOF_NOCONFIRMMKDIR; hr = SHFileOperation(&sfo); SHChangeNotify(SHCNE_UPDATEDIR, SHCNF_PATH, (LPCVOID) "c:\My_Docs2", 0); pMalloc->Free(pidlDocFiles); pMalloc->Release(); psfDocFiles->Release(); return 0; }