Search found 1215 matches

by Radikalizm
Wed Jan 18, 2012 3:51 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Compile-time string hashing
Replies: 12
Views: 3886

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...
by Radikalizm
Wed Jan 18, 2012 1:43 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Compile-time string hashing
Replies: 12
Views: 3886

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...
by Radikalizm
Wed Jan 18, 2012 10:11 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Compile-time string hashing
Replies: 12
Views: 3886

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 ...
by Radikalizm
Wed Jan 18, 2012 9:30 am
Forum: Code Snippets
Topic: Simple Loading Screen
Replies: 10
Views: 4050

Re: Simple Loading Screen

Granyte wrote:there are drivers that gives acces to ring0 if one really wanned to .....
Absolutely not a good idea, but then again, trying to call a kernel panic isn't a good idea either :D
by Radikalizm
Tue Jan 17, 2012 10:11 pm
Forum: Code Snippets
Topic: Simple Loading Screen
Replies: 10
Views: 4050

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...
by Radikalizm
Mon Jan 16, 2012 10:43 am
Forum: Off-topic
Topic: IrrBullet or just plain bullet? Which is the best way?
Replies: 8
Views: 1541

Re: IrrBullet or just plain bullet? Which is the best way?

serengeor wrote:
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
What exactly is vanilla bullet?
vanilla == regular :p it's an expression
by Radikalizm
Mon Jan 16, 2012 10:24 am
Forum: Off-topic
Topic: IrrBullet or just plain bullet? Which is the best way?
Replies: 8
Views: 1541

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
by Radikalizm
Mon Jan 16, 2012 10:21 am
Forum: Advanced Help
Topic: Understanding Shaders
Replies: 32
Views: 3048

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...
by Radikalizm
Sat Jan 14, 2012 12:58 pm
Forum: Advanced Help
Topic: Understanding Shaders
Replies: 32
Views: 3048

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 ...
by Radikalizm
Fri Jan 13, 2012 10:49 pm
Forum: Off-topic
Topic: Compilers
Replies: 9
Views: 1419

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...
by Radikalizm
Fri Jan 13, 2012 8:54 pm
Forum: Off-topic
Topic: Compilers
Replies: 9
Views: 1419

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...
by Radikalizm
Fri Jan 13, 2012 5:40 pm
Forum: Beginners Help
Topic: look a weapon to the camera
Replies: 14
Views: 666

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)...
by Radikalizm
Fri Jan 13, 2012 2:01 pm
Forum: Beginners Help
Topic: look a weapon to the camera
Replies: 14
Views: 666

Re: look a weapon to the camera

804 wrote:Any examples, i don't understand how this Gould work.
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 screen
There really is nothing more to it...
by Radikalizm
Fri Jan 13, 2012 12:10 pm
Forum: Beginners Help
Topic: look a weapon to the camera
Replies: 14
Views: 666

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...
by Radikalizm
Thu Jan 12, 2012 7:59 pm
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 358158

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...