Search found 13 matches
- Tue Jan 11, 2011 1:25 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Run your test here
- Replies: 6
- Views: 2421
- Thu Dec 16, 2010 12:20 pm
- Forum: Project Announcements
- Topic: The Last Militia (IGF 2012 game) needs character artists
- Replies: 21
- Views: 6096
http://img265.imageshack.us/img265/7071/msvcscreen.jpg A few words about clean code. :) These methods are implemented in the header and are very short, so you should declare them inline. The pointers never change, so you should return a constant pointer. The methods don't change the state of the CG...
- Thu Dec 16, 2010 10:30 am
- Forum: Open Discussion and Dev Announcements
- Topic: SSE vector3df and matrix4
- Replies: 24
- Views: 8898
Simpe , you have a point, but remember that most uses of irrlicht are currently on desktop systems which dont use out-of-order CPUs. I think you meant the other way, (most desktop systems are out-of-order execution cpu's)... possibly because I typoed it in my post :P But yeah, most irrlicht users r...
- Wed Dec 15, 2010 8:37 am
- Forum: Open Discussion and Dev Announcements
- Topic: SSE vector3df and matrix4
- Replies: 24
- Views: 8898
- Tue Dec 14, 2010 12:26 pm
- Forum: Open Discussion and Dev Announcements
- Topic: SSE vector3df and matrix4
- Replies: 24
- Views: 8898
actually x86 and x64, yeh i get the point.. even i dont think its worth it ... together with the ppc-architectures that's on the xbox360/ps3 as well. I wouldn't be surprised if SSE instructions will be available on mobile devices quite soon. If you design your code to be SSE-friendly you can get qu...
- Fri Dec 03, 2010 7:56 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Regarding vcalls
- Replies: 9
- Views: 2096
I still don't see too much relation between the virtual methods calls and the rend4er call batching. Well, batching rendercalls means that you can essentially exchange a lot of vcall's for a lot fewer. That's the relation. But IMHO the former is not our main problem with the engine right now, Hmm I...
- Thu Dec 02, 2010 8:09 am
- Forum: Open Discussion and Dev Announcements
- Topic: Regarding vcalls
- Replies: 9
- Views: 2096
- Tue Nov 30, 2010 5:51 pm
- Forum: Open Discussion and Dev Announcements
- Topic: About threads...
- Replies: 7
- Views: 1994
Yes, but it can get really tricky really fast. Guaranteeing atomic operations isn't easy. There's a lot of atomic operations out there :P There really isn't too much tricky about it. You just have to solve it in a way that's more adapted for your demands rather than apply a general solution to a sp...
- Tue Nov 30, 2010 5:45 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Regarding vcalls
- Replies: 9
- Views: 2096
- Tue Nov 30, 2010 5:40 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Regarding vcalls
- Replies: 9
- Views: 2096
Hi CuteAlien, With all respect, with the current solution you'll see vcall-issues on shorter pipelines architectures when you work at roughly 3-500 drawcalls. Pushing it anything lesser than that will most likely not show up as anything noticable on profilers. The differance is essentially not only ...
- Tue Nov 30, 2010 1:25 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Regarding vcalls
- Replies: 9
- Views: 2096
Regarding vcalls
Hi, I've come to the conclusion that some of the design-decisions taken regarding some implementations in Irrlicht leads to high-frequent calls to virtual functions. Now on most modern architectures such as i7 or similar this isn't much of a problem. They have long enough cpu-pipelines and big enoug...
- Tue Nov 30, 2010 1:14 pm
- Forum: Open Discussion and Dev Announcements
- Topic: About threads...
- Replies: 7
- Views: 1994
- Tue Nov 30, 2010 1:12 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht Design Problem (content coupling and encapsulation)
- Replies: 16
- Views: 5518
I think that it's pretty vital to keep the design of a linear array. Since a lot of Irrlicht's calculations is done by iterating through a list of objects it's sane for the sake of cache-coherency to keep lists of objects as a linear chunk of memory. A linear array is not a list. It's a linear chunk...