Search found 1215 matches
- Wed Jan 18, 2012 3:51 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Compile-time string hashing
- Replies: 12
- Views: 4026
Re: Compile-time string hashing
So instead of writing loadResource(E_SomeTexture) you prefer loadResource("someTexture"). I think that is the only difference. The enum table handles itself because the code won't compile until it is defined. Your code won't compile until you add the string to your "central table&quo...
- Wed Jan 18, 2012 1:43 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Compile-time string hashing
- Replies: 12
- Views: 4026
Re: Compile-time string hashing
Do you hardcode all different kinds of events into your game/engine using an enum? No, that would be quite limiting compile-time I don't see the point? It's still compile-time. There's a difference between manually defining enum values and being able to use strings in your application which automat...
- Wed Jan 18, 2012 10:11 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Compile-time string hashing
- Replies: 12
- Views: 4026
Compile-time string hashing
Note: If you are experienced with string comparisons and the problems associated with it, you can skip the wall of text below and go right to the link provided. Let's imagine a scenario: Say that you've written this awesome game, and you've come up with a nice event/messaging system to update your ...
- Wed Jan 18, 2012 9:30 am
- Forum: Code Snippets
- Topic: Simple Loading Screen
- Replies: 10
- Views: 4159
Re: Simple Loading Screen
Absolutely not a good idea, but then again, trying to call a kernel panic isn't a good idea eitherGranyte wrote:there are drivers that gives acces to ring0 if one really wanned to .....
- Tue Jan 17, 2012 10:11 pm
- Forum: Code Snippets
- Topic: Simple Loading Screen
- Replies: 10
- Views: 4159
Re: Simple Loading Screen
Well... one could possibly call a BSoD, but I am pretty sure that would require dissasembling windows to see what calls it. (Nothing is impossible, well except slamming a revolving door....) but I am pretty sure this doesn't.... wouldn't be good anyway BSoD's are kernel panics, you'd need to have r...
- Mon Jan 16, 2012 10:43 am
- Forum: Off-topic
- Topic: IrrBullet or just plain bullet? Which is the best way?
- Replies: 8
- Views: 1689
Re: IrrBullet or just plain bullet? Which is the best way?
vanilla == regular :p it's an expressionserengeor wrote:What exactly is vanilla bullet?Radikalizm wrote:I'd say go for vanilla bullet and implement some minimal functions for doing vector and quaternion conversion, you'll be good to go once you get that done
- Mon Jan 16, 2012 10:24 am
- Forum: Off-topic
- Topic: IrrBullet or just plain bullet? Which is the best way?
- Replies: 8
- Views: 1689
Re: IrrBullet or just plain bullet? Which is the best way?
Plain bullet really isn't hard to learn or implement, it's all pretty straight-forward once you get used to the concepts of a physics engine
I'd say go for vanilla bullet and implement some minimal functions for doing vector and quaternion conversion, you'll be good to go once you get that done
I'd say go for vanilla bullet and implement some minimal functions for doing vector and quaternion conversion, you'll be good to go once you get that done
- Mon Jan 16, 2012 10:21 am
- Forum: Advanced Help
- Topic: Understanding Shaders
- Replies: 32
- Views: 3518
Re: Understanding Shaders
Well here's another thought. Does it cost memory or performance to pass a texture to the shader? Of course it costs memory and performance, you do an upload to video memory when you bind a texture. These uploads have to go through the driver, and driver calls are pretty slow in most cases (hence th...
- Sat Jan 14, 2012 12:58 pm
- Forum: Advanced Help
- Topic: Understanding Shaders
- Replies: 32
- Views: 3518
Re: Understanding Shaders
well. they are not slow. But in the GPU doing 4 Multiply and Add operation requires the same time of an "If" statement (never tested if this is really true) so theorically from a CPU point fo view it is a waste of computing resources. But i think that if branching allows to skip you more ...
Re: Compilers
Thanks for the info guys! Yeah I must have been lost somewere with execution rings. Though I did once try coding one of those 8080 Chips from an apple 2board in Hex Machine instruction code, though luckily soon after I learned C++, probaly more usefull eh? :) Quantum Computing = Low Level Code debu...
Re: Compilers
@ACE247: Native code (ie. non-managed code) does compile to machine code, it's the compiler which takes care of integrating kernel functions in your application. Maybe you're thinking of the rings in x86 processors, where ring 0 is the level the kernel executes at and where ring 3 is where user appl...
- Fri Jan 13, 2012 5:40 pm
- Forum: Beginners Help
- Topic: look a weapon to the camera
- Replies: 14
- Views: 999
Re: look a weapon to the camera
Yeah, better to render it in the actual scene pass instead of as an overlay, irrlicht automatically does depth sorting based on a node's distance to the camera, so it would always be rendered first Only the transparent and light passes are sorted by distance, solids are by texture (at least in 1.7)...
- Fri Jan 13, 2012 2:01 pm
- Forum: Beginners Help
- Topic: look a weapon to the camera
- Replies: 14
- Views: 999
Re: look a weapon to the camera
Everything you need to do has been said, create your weapon node, add it as a child to the camera and position it so it looks correct on screen804 wrote:Any examples, i don't understand how this Gould work.
There really is nothing more to it...
- Fri Jan 13, 2012 12:10 pm
- Forum: Beginners Help
- Topic: look a weapon to the camera
- Replies: 14
- Views: 999
Re: look a weapon to the camera
It should go before the scene say AMD and Nvidia, since it covers a significant amount of area and can save drawing there :) Yeah, better to render it in the actual scene pass instead of as an overlay, irrlicht automatically does depth sorting based on a node's distance to the camera, so it would a...
- Thu Jan 12, 2012 7:59 pm
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 376824
Re: Post Your Irrlicht Screenshots / Render Here.
I think what he meant is, how will Granyte's implementation look from ground Yeah, that's what I meant :D I'm pretty familiar with atmospheric scattering implementations, having done some prototypes a while back, but although you can combine in-atmosphere (ie. rayleigh/mie on a skydome) and out-atm...