Yes - mod can be very expensive. Masking is almost always significantly cheaper. But, obviously,…
Typically, for things you care about, you 16-byte align them, and for things that you don't care …
I'm not so sure. First of all, for that to be the case you would have to make sure that the rando…
Very, very few people are anywhere near as smart as Archimedes. :lol: Yeah, about that. Square …
I love seeing people code, as I am starved with that, so from my view if takes 5 yrs, then it be t…
I am thinking maybe I could scale by distance to origo, or random points
I think perhaps the OP wants a persistent, starfield. Something like where he can call a functi…
Sounds like you have the right idea, you can combine different transformations of a function to g…
This, believe it or not, generates random points uniformly on the surface of the sphere. The the…
I think perhaps the OP wants a persistent, starfield. Something like where he can call a functi…
One more thing while I think about it. Deterministically placing random elements in a procedural t…
Yes, I think I know what you meant - I just kept your Foo for the sake of simplicity :) You imagin…
Ok, got it. The 12 byte struct was just an example though. All you need is an odd number of stru…
I am suggesting aligning each new of memory we allocate like that (according to need). By segment…
I'm not quite sure what you are suggesting. If you are suggesting that every allocation be forced…
And since we're on the topic of procedurally generated content.. This is perhaps the pinnacle of t…
From the demoscene, here's that 4k demo*, btw: *And just to be clear: That is , not 4k video reso…
One thing that's worth mentioning about starfields is that if you're not moving through the star f…
[...] No need for the size of the array to be a power of two anymore.[/quote] Once upon a time, p…
So when dishing out new segments, we can just align them to an 8 byte boundary: or a 16 byte bound…
I know that intel CPUs are really permissive when it comes to memory alignment issues (although I …
Simple question, why do we do: instead of: No need for the size of the array to be a power of tw…
I wonder if I am the only person who notice it. I am very sensitive to acoustics and since I purch…
Okay, thanks for the answers! And in the end, we'll see how it pans out anyway.
Sven —
Jeff, can you explain why you implemented your example code snippet the way you did? Seems much mo…
I'm a little behind - I'm just watching "Day 61 - Adding a Simple Attack" - so please forgive me i…
Sven —
When doing an unity build I wouldn't bother with static at all. I'd make sure to enable link-time …
Fred —
I've been wondering about this from the point of view of "worst case scenario" that Casey brought …
Sven —
Same thing. Some styles use the parentheses, some don't, but as long as it's consistent it makes n…