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Ritchie Brannan
..and your functions can all have different return values. The entire function signature can be d…
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Mārtiņš Možeiko
Well for one thing, your functions can all have different parameter lists. So are functions in OP…
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Ritchie Brannan
Well for one thing, your functions can all have different parameter lists. From a code stand poi…
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Mārtiņš Možeiko
How using C++ with virtual interface is simpler than regular C functions? 1 2 3 4 5 6 7 8…
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Ritchie Brannan
If you are prepared to use a little C++ this can be a lot simpler. Create a pure virtual interfa…
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Roderic Bos
Thanks for your answer, luckily I have the code, so when you showed the audio stuff I can run fro…
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Benjamin Kloster
If code verbosity is what you are worried about, pull the switch statement out into its own funct…
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Jon Valdes
Well, it's just 1 line of code regardless of how many possible scenes you have. A switch statemen…
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Casey Muratori
Because there is so much to cover making a whole game from scratch, I had to keep the scope reaso…
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Casey Muratori
OK, so next obligatory question: what makes it "simpler" to use function pointers instead of usin…
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Jon Valdes
Hi Casey, They're different "update and render" functions for the different "scenes" in the game…
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Casey Muratori
So, mandatory first question here: what do you mean by "fixing function pointers after a DLL relo…
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Casey Muratori
Unfortunately v2/v3/v4 are actually not as optimize-able on SSE as one might want, because SSE is…
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Casey Muratori
Mostly what I'd say about this is that I'm the wrong one to ask :( I don't really know very much…
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Mārtiņš Možeiko
If operations you are performing on vX are done in a loop, then yes it makes sense to optimize wi…
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jeringa
Would it pay to optimise the v2, v3 & v4 etc math to run with SSE? Also there are several pla…
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Den V
Thank you for your answers. I will check those links out.
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Mox
Yeah, I know, throwing cycles away isn't my hobby either. But I was merely thinking theoretically…
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Livet Ersomen Strøm
I think you may be right, but don't know, for sure. Anyways, I found the material in this link pr…
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Mox
Hi, I was wondering how premultiplied alpha and gamma work together. Particularly if the alpha m…
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Roderic Bos
The former, like Casey did with the ground chunks. He used precreated images, so for the backgrou…
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Mārtiņš Možeiko
Are you talking about procedurally/randomly mixing complete sounds to create music, or completely…
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Mārtiņš Možeiko
I don't know how it chooses that, but you can always see what other threads are doing by double c…
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Roderic Bos
I was thinking to make handmade hero completely procedurally generated the music should also be g…
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Benjamin Kloster
Ah, that makes sense. By the way, does anyone here know how VS selects the current thread when pa…
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Jon Valdes
Hi everyone! When Casey did the dll autoreload system, he said it could be extended to handle th…
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Matthew
Thankyou so much! That thread thing in Visual Studio is a lifesaver. So, what was happening was …
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Benjamin Kloster
The dsound.dll in the callstack leads me to believe this is an issue with DirectSound. I'm quite …
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Matthew
Nothing that seems helpful to me, but perhaps you can make more sense of it: http://puu.sh/h4JHc…
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Benjamin Kloster
Does your callstack window show anything besides the call into ntdll?
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