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Comments:

<0> that's some funky syntax
<1> oh now comes the fun of debugging multithreaded programs on a mchine with multiple CPUs
<0> i love you bealtine
<0> it works
<2> hmm
<3> stil a bit early for those thoughts :~)
<3> or late...
<2> my awake schedule is totally screwed
<2> and I need to be awake during the day tomorrow
<2> but I woke up at 8pm last night (5am now)
<3> ugh thats a very strange thing
<3> being awake during the day
<2> hehe
<2> test
<0> hey



<0> do you think it's a good idea to use gsl BLAS functions as a basis for 3d graphics programming?
<0> are they really THAT fast?
<0> i mean, if it beats rolling your own.. why don't game developers use this
<2> use what? (i missed it)
<0> ok. to give u some background..
<0> a long time ago i used to code my own template containers
<2> i missed 2 minutes of chat - use what?
<0> that was before i discovered stl
<2> okay?
<4> hi people
<2> hello
<4> i just got visual basic introductory edition!
<2> well, that's nice, but this is #C++
<4> and i wudnt have a clue where to start
<4> shh
<4> it uses c++
<4> :S
<2> huh?
<0> try #vb
<4> oh not vb
<4> i got ms visual
<4> it uses c++!
<2> i don't know what "introductory edition" is
<2> never heard of it
<4> dw
<4> its a full version
<4> but
<4> u cant redistribute
<4> without a patch
<4> basically
<2> what IS it, and where did you get it?
<4> i wanna learn the basics of coding in c++
<2> okay
<2> then you need some good books
<2> http://www.rudbek.com/books.html
<4> i got a couple of ebooks
<2> there's our list of great books
<4> that come with it
<0> i used to code 3d engines.. and i rolled my own BLAS solutions then.. but lately i discovered GSL and it's quite powerful.. i'm wondering whether it's a good idea to just use GSL as the foundations for 3d game engines.. what do you think?
<2> dextre1 I wouldn't recommend writing a 3d engine unless you have the resources of a development studio to do it
<2> if you're a hobbyist, check out some of the hobbyist 3d engines like Ogre or Irrlicht
<4> rdragon
<4> do i gotta buy em :S
<2> yes lJal2kPlz0Ph
<4> why not link me to a site hosting ebooks :P
<2> because they don't exist as ebooks
<2> not legally anyway
<4> :S
<4> wat is legal anymore :S
<2> what you need is Accelerated C++
<4> i got a couple
<4> basically
<2> basically, they're all crap
<2> there ya go
<4> :S
<2> dextre1...
<2> <0> i mean, if it beats rolling your own.. why don't game developers use this
<2> ^^ use what??
<4> i wanted to create a simple telnet server/host program to control computers remotely for a large server i need to monitor
<0> Basic Linear Algebra Subprogram math libs like MKL, uBLAS, GSL
<0> they usually roll their own



<2> ah
<0> i wonder why.
<2> well, if they have their own engine
<0> cuz most ppl can do better?
<2> they usually roll their own utilities
<2> that work very closely with the engine
<5> dextre: a lot of the times in games, everything is very approximate... and they need VERY tightly coupled memory usage...
<0> i doubt they can beat the hardcore fortran77 code that rocket scientists use
<2> and sometimes you're writing for hardware that doesn't even support floating point operations
<5> generic != fast/small footprint
<2> (portables don't - like the PSP and the DS, afaik)
<0> but these powerful math libs are also tuned for juicing out optimal cycles from your cpu
<2> but they might not play nicely with graphics cards
<0> there's the ATLAS library that tunes the algo based on your machine
<0> hmm
<2> does it have any 'tunings' for game console hardware?
<0> yeah. the BLAS isn't for graphics cards
<2> also, if you're writing on top of opengl or directx, they use different coordinate systems, and your engine will take care of converting the math for whatever it's working against
<0> i was just wondering.. cuz i do a lot of linear algebra for graphics. and it seems the 3d engine ppl could benefit from these hardcore science libs
<2> they're probably way beyond the scope of use for any game
<0> yeah. that's true
<5> imho it has a lot to do with games using approximations...
<0> overkill man
<0> yeah. it's probably faster with approxies too
<2> yeah
<2> the libraries are probably very exact
<0> yeah
<2> which means they're trash for realtime operation
<5> games cheat all over the place...
<5> UBLAS / etc, are for exact calculations
<2> so while they're fast
<2> they're still slow as ***
<0> lol look at nvidia, i read some stuff about nvidia cutting the most corners with their cards compared to ATI
<0> but i get the point now. thanx dudes
<5> oh my sweet jesus, its 5:30 and i'm still in the office
<5> soon people are gonna start showing up and I havent left
<5> lol
<2> lol
<2> then you'll be stuck because they'll think you just got there early ;)
<0> lol
<0> u need a clone to sit in for ya
<5> sharpend
<2> well, neat
<2> I think I'm done with my little side project for awhile
<5> this last week no been so good... to much to do, breaking up with GF...
<2> I reverse engineered the encryption and some of the network protocol of this game
<5> why?
<2> it's an online game, and it's being shut down
<2> so I reversed the protocol so someone could make an emulator for the server and keep it alive
<2> still undecided on whether I want to release what I found or not
<5> o...
<6> what game?
<2> shadowbane
<6> ah
<2> it's a nice mind exercise anyway (reverse engineering)
<6> indeed :)
<2> too bad there were lots of hints in the executable, heh
<7> hi
<2> hello
<0> what game is it rdragon?
<2> [05:46] <@rdragon> shadowbane
<7> hm, what about shadowbane?
<2> nothin
<7> eh, btw in a game when a new object instances, it's 3d model coordinates are added to renderer's quenue(linked list)? or did i think it up wrong?
<0> looks almost like warcraft
<0> the new object is allocated in memory and given a spot in some tree structure to help manage your scene
<0> as for coordinates.. they are just saved as part of the object cl*** structure
<0> i'm saving my code every 3 lines i write.. there's thunder and lightning outside it's crazy, i'm expecting a power outage anytime now
<7> that i understand but the renderer has to have a dynamic quenue of sorts since objects always come and go
<5> good, this thing only ****ing fails when it takes 15 minutes to run... god I hate debugging **** like this
<0> u can have multiple data structures holding references to your objects, depending on how u access it
<0> TechRaven. more coffee breaks?
<2> just hand the object's mesh to your 3d engine... if you're writing a 3d engine, then stop


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