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<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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