Search found 13 matches

by Simpe
Tue Jan 11, 2011 1:25 pm
Forum: Open Discussion and Dev Announcements
Topic: Run your test here
Replies: 6
Views: 2250

I really like this idea and framework. I guess something like this could be implemented using google's test-framework "google-test". I'd like to add things such as number of memory allocations (which I noticed is quite a lot at startup), memory fragmentation statistics, etc. If someone is ...
by Simpe
Thu Dec 16, 2010 12:20 pm
Forum: Project Announcements
Topic: The Last Militia (IGF 2012 game) needs character artists
Replies: 21
Views: 5681

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...
by Simpe
Thu Dec 16, 2010 10:30 am
Forum: Open Discussion and Dev Announcements
Topic: SSE vector3df and matrix4
Replies: 24
Views: 8365

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...
by Simpe
Wed Dec 15, 2010 8:37 am
Forum: Open Discussion and Dev Announcements
Topic: SSE vector3df and matrix4
Replies: 24
Views: 8365

... Or in a place where you can perform multiple vector operations at once. Such as a brute-force culling-algorithm. However, I'm assuming that you've been testing on x86/x64 which are out-of-order cpu's and they can be pretty awesome at times to swallow "bad code". If you compare that to ...
by Simpe
Tue Dec 14, 2010 12:26 pm
Forum: Open Discussion and Dev Announcements
Topic: SSE vector3df and matrix4
Replies: 24
Views: 8365

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...
by Simpe
Fri Dec 03, 2010 7:56 pm
Forum: Open Discussion and Dev Announcements
Topic: Regarding vcalls
Replies: 9
Views: 1998

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...
by Simpe
Thu Dec 02, 2010 8:09 am
Forum: Open Discussion and Dev Announcements
Topic: Regarding vcalls
Replies: 9
Views: 1998

Sure all speed-optimizations show up on a profiler, but what I mean is that the vcall-cost doesn't show up when running a profiler to "find" what the "issue" is. Anyways, what I thought of was something in the ideas of struct SDrawCall { const SGeometry* m_GeometryPtr; int m_Star...
by Simpe
Tue Nov 30, 2010 5:51 pm
Forum: Open Discussion and Dev Announcements
Topic: About threads...
Replies: 7
Views: 1872

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...
by Simpe
Tue Nov 30, 2010 5:45 pm
Forum: Open Discussion and Dev Announcements
Topic: Regarding vcalls
Replies: 9
Views: 1998

Oh and by the way, vcalls is not something that will show up in your profiler... but you probably know that :)
by Simpe
Tue Nov 30, 2010 5:40 pm
Forum: Open Discussion and Dev Announcements
Topic: Regarding vcalls
Replies: 9
Views: 1998

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 ...
by Simpe
Tue Nov 30, 2010 1:25 pm
Forum: Open Discussion and Dev Announcements
Topic: Regarding vcalls
Replies: 9
Views: 1998

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...
by Simpe
Tue Nov 30, 2010 1:14 pm
Forum: Open Discussion and Dev Announcements
Topic: About threads...
Replies: 7
Views: 1872

To be honest, if you want performant threading-communication you should leave semaphores, mutexes and other poor-performing threading-communications out of the context. Lock-free communication as far as possible is the way to go.
by Simpe
Tue Nov 30, 2010 1:12 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht Design Problem (content coupling and encapsulation)
Replies: 16
Views: 5259

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...