..and your functions can all have different return values. The entire function signature can be d…
Well for one thing, your functions can all have different parameter lists.
So are functions in OP…
Well for one thing, your functions can all have different parameter lists.
From a code stand poi…
How using C++ with virtual interface is simpler than regular C functions?
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If you are prepared to use a little C++ this can be a lot simpler.
Create a pure virtual interfa…
Thanks for your answer, luckily I have the code, so when you showed the audio stuff I can run fro…
If code verbosity is what you are worried about, pull the switch statement out into its own funct…
Well, it's just 1 line of code regardless of how many possible scenes you have. A switch statemen…
Because there is so much to cover making a whole game from scratch, I had to keep the scope reaso…
OK, so next obligatory question: what makes it "simpler" to use function pointers instead of usin…
Hi Casey,
They're different "update and render" functions for the different "scenes" in the game…
So, mandatory first question here: what do you mean by "fixing function pointers after a DLL relo…
Unfortunately v2/v3/v4 are actually not as optimize-able on SSE as one might want, because SSE is…
Mostly what I'd say about this is that I'm the wrong one to ask :( I don't really know very much…
If operations you are performing on vX are done in a loop, then yes it makes sense to optimize wi…
Would it pay to optimise the v2, v3 & v4 etc math to run with SSE?
Also there are several pla…
Den V —
Thank you for your answers. I will check those links out.
Mox —
Yeah, I know, throwing cycles away isn't my hobby either. But I was merely thinking theoretically…
I think you may be right, but don't know, for sure. Anyways, I found the material in this link pr…
Mox —
Hi,
I was wondering how premultiplied alpha and gamma work together. Particularly if the alpha m…
The former, like Casey did with the ground chunks. He used precreated images, so for the backgrou…
Are you talking about procedurally/randomly mixing complete sounds to create music, or completely…
I don't know how it chooses that, but you can always see what other threads are doing by double c…
I was thinking to make handmade hero completely procedurally generated the music should also be g…
Ah, that makes sense. By the way, does anyone here know how VS selects the current thread when pa…
Hi everyone!
When Casey did the dll autoreload system, he said it could be extended to handle th…
Thankyou so much! That thread thing in Visual Studio is a lifesaver.
So, what was happening was …
The dsound.dll in the callstack leads me to believe this is an issue with DirectSound. I'm quite …
Nothing that seems helpful to me, but perhaps you can make more sense of it:
http://puu.sh/h4JHc…
Does your callstack window show anything besides the call into ntdll?