mtools allows to create fat images and read & write files into it & other manipulations without an…
A few weeks ago I was working on a tool that creates FAT disk images without requiring loop device…
Minimal D3D11 pt2: Follow-up to Minimal D3D11, adding instanced rendering. The main difference he…
D3D11 has separate sampler state from texture. For sample state you do your regular sampler object…
Sorry to bump this again, what's the equivalent to sampler2Darray in d3d11?
This post is mirrored on my blog. I have been relatively busy lately due to unpacking all my thing…
There is this GDC video about the rewind in Braid: The Implementation of Rewind in Braid
To rewind you simply snapshot state after each simulate_physics() call, then you can reset it to a…
da447m —
Not sure I understand what rewinding has to do with anything here? It is in my OP :) As an extra h…
Not sure I understand what rewinding has to do with anything here? Even with box2d you will see st…
da447m —
True, but for realistic sim we probably cannot do rewind anyway due to colossal amount of data. In…
The problem is that it won't be so simple to split it like that. If you all movements are linear -…
da447m —
If you collected all movs during physics, put them in a queue split in halves and draw the queued …
It will update physics every second frame. It won't do "half movements" every frame. Every second …
I'm not aware of compilers doing such optimization. While technically it would be possible, my gue…
da447m —
You are right, tbh my snippet was messed up, it should've been I think you won't get delayed, beca…
This is even worse with the while loop because you perform physics until the whole delta_time is c…
da447m —
But if there is a frame that for some reason takes 30ms, you'd then do physics for only 16ms and t…
I only have limited physics programming experience, so don't take what I say as "the way" to do th…
Thank you so much for the fast reply! I'm a bit new and these forums are super helpful.
Unfortunately this has been a bit broken for a while. But you can achieve what you want with a sim…
da447m —
And varying physics timestep is bad - gives nondeterministic results, often exploads in various co…
Oh sorry, my bad. Not your example, I mean something like this:
I assume if you're asking if it it makes two unrelated pointers equal, not addresses of pointers. …
But doesn't that make &ptr1 == &ptr2 expression equal to true.If the compiler can do that then why …
If compiled functions (or global variables) contains identical bytes, the linker can put only one …
Yes, produced code looks identical - but that can be de-duplicated by the linker (it will keep onl…
devirtualization means change virtual function calls (which are indirect) to direct calls - as tha…
Thanks for the answers! Compilers try as hard as they can to remove virtual functions. It is calle…