Handmade Network»Feed
Mārtiņš Možeiko
I think money (directly or indirectly) more exchanges hands of AMD/Nvidia and big game developmen…
»
Greg
Sorry for turning this into a bit of a semantics battle, but.. mmozeiko Because every platform h…
»
Andrew Bromage
Kind of. Imagine an "inline" function which isn't static, which (for whatever reason) the compile…
»
Mārtiņš Možeiko
Spirro My interest is in the low level CPU usage to get a graphics display independant of platfor…
»
Greg
mmozeiko So you are asking about how OpenGL and Direct3D interacts with GPU and how to implement …
»
Mārtiņš Možeiko
Same with inline functions no? You cannot access them outside of translation unit, so compiler ca…
»
Andrew Bromage
Actually, "static" does mean something special for the optimiser. Declaring a function "static" m…
»
Martin Cohen
@mmozeiko Yes, I was using the placement before. However I have been calling it from my "init" fu…
»
Mārtiņš Možeiko
What's wrong with placing vector on stack? But it can "allocate" wherever you put it. Of course …
»
Mārtiņš Možeiko
These news were discussed in yesterdays pre-stream :) But yeah, these are pretty nice news. Espe…
»
Martin Cohen
@mmozeiko Wouldn't it also allocate memory on stack? It won't be allocating using "new" of course…
»
Marc Novakowski
Since the Rasbperry Pi is often mentioned in the stream as a potential "minimal hardware" platfor…
»
Martin Cohen
@Flyingsand I didn't need any polymorphism so far. I was experimenting with mixins, and was able …
»
Mārtiņš Možeiko
What's the difference between "own members" and "storage for elements"? std::vector only allocate…
»
Martin Cohen
@mmozeiko By that I meant, that allocator does not provide means of allocating the vector's own m…
»
Bl00drav3n
I'm looking forward to reading the VideoCore documentation as I intend to work on a little OS for…
»
Flyingsand
vbo Cool. What CPU-melting way do you speak of? I was speaking about closed loop after OpenGL bu…
»
Bl00drav3n
Thank you very much for this post, I will definitly dive into some maths regarding this problem l…
»
Flyingsand
I've adopted data-oriented design for some of my DSP code (audio filters and such), and I'm rathe…
»
Mārtiņš Možeiko
Yes, to first. Not sure what you mean by second. std::allocator allocate any memory container nee…
»
Martin Cohen
I'm using malloc to be as-close-as-possible to big-bloc allocation that Casey does in Handmade He…
»
Mārtiņš Možeiko
Some of games in Humble Bundle are open-sourced as well: Aquaria - http://blog.wolfire.com/2010/0…
»
Mārtiņš Možeiko
If you are OK by using malloc, why do you avoid STL? STL by default uses new/delete operators tha…
»
Martin Cohen
Hello guys, Is there anyone else shock-therapy-adopting Casey's style of "C++" (data-oriented de…
»
Patrick Lahey
The Shadowgrounds games are fun. The source code was release a few years back: shadowgrounds B…
»
Vadim Borodin
Cool. What CPU-melting way do you speak of? I was speaking about closed loop after OpenGL buffer…
»
Mārtiņš Možeiko
So you are asking about how OpenGL and Direct3D interacts with GPU and how to implement that part…
»
Mārtiņš Možeiko
Yep, same with me. I also use const, but not because I think it helps optimizations. Is because i…
»
David Owens II
I use const, but for me it's more about semantics. Related consts I put in an enum, but free floa…
»
Greg
Sorry I wasn't clear enough. I wasn't asking about which API to use as it was stated in the proj…
»