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Sebastian Colorado
I've been pulling my hair out trying to figure out what I did wrong here. I've been following alo…
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Ginger Bill
I would only recommend watching the later videos are the blackboard only videos. I do not like wh…
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popcorn
There are a lot of series to follow! Since this one is in C++ and 3D, I will follow and watch it,…
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Vijay Varadan
cmuratori Your e-mail address doesn't matter at all. You just need to go to your SendOwl downloa…
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Ginger Bill
It really depends on what you want. This is why quaternions in games a funny subject. I have a ph…
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ratchetfreak
It's just some things that I would like to see. I was debating also mentioning that you don't ne…
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Ginger Bill
For unaligned access on x86(-64), it seems that depending on the specific architecture. For some,…
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Raxfale
Hmm, I think I would argue that for only an extra line or two of code you could treat alignment i…
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Mārtiņš Možeiko
Well it depends on your target. If you are coding for micro-controllers (Cortex-M0 or something e…
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Andreas
As Jim suggested, I also prefer a more pragmatical approach to teaching, do first, explain later.…
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Raxfale
Good to know, one less thing to worry about :). Do you know if there is a performance hit ? (I ha…
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Mārtiņš Možeiko
raxfale Fortunately, Intel hardware pays no penalty for non-aligned access. But on other systems,…
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Ginger Bill
I did not cover this as these videos were originally part of my Dunjun and series and just videos…
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Raxfale
While not a case of strict-aliasing, another potential problem with these types of casts is non-a…
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ratchetfreak
There are a few thing that you should at least cover if you are talking about quaternions to use …
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Casey Muratori
Actually I just think it's all extremely stupid, to be honest. I have really low tolerance for t…
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Andrew Bromage
ratchetfreak Problem with that is that it's not easy to figure out the expected access pattern of…
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ratchetfreak
Problem with that is that it's not easy to figure out the expected access pattern of a function f…
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Andrew Bromage
cmuratori Generally speaking, strict aliasing was always a bad idea and continues to be so :) If …
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Matt Hartley
I'll give your suggestion a try when I home though, maybe my assumptions about what's happening i…
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Matt Hartley
I am updating the audio with the render rate yes, but in my mixer I'm writing a second in front o…
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Ginger Bill
When are you updating the audio? It looks like you are linking you updates rate with your render …
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Matt Hartley
I've implemented a custom mixer using direct sound in the game I'm working on. At 60fps it runs p…
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ratchetfreak
I made a comment about doing a merge sort from the ground up in Yesterday's Q&A and thought I…
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Ginger Bill
I remember watching some of the TheNewBoston's videos many years ago and found them very good for…
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Darkius
Ok. I see. Thanks for clarification
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Casey Muratori
Generally speaking, strict aliasing was always a bad idea and continues to be so :) I am not sur…
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Mārtiņš Možeiko
Nice! If list gets larger you can improve it even more - do only 4 passes. Basically process 11 b…
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fod669
I had a question in the stream today about combining the count steps into one. I was curious so I…
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Jim R. Didriksen
I believe I'm your target audience (or me a few years ago maybe) I would prefer a Video series (…
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