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Mārtiņš Možeiko
I think money (directly or indirectly) more exchanges hands of AMD/Nvidia and big game development…
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Greg
Sorry for turning this into a bit of a semantics battle, but.. I completely agree to this point. …
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Andrew Bromage
Kind of. Imagine an "inline" function which isn't static, which (for whatever reason) the compiler…
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Mārtiņš Možeiko
In such case you typically don't go lower than OpenGL and Direct3D. Because every platform has di…
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Greg
Actually lower level than that. Not sure how I can be more clear, but even opengl and direct3d/d…
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Mārtiņš Možeiko
Same with inline functions no? You cannot access them outside of translation unit, so compiler can…
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Andrew Bromage
Actually, "static" does mean something special for the optimiser. Declaring a function "static" me…
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Martin Cohen
@mmozeiko Yes, I was using the placement before. However I have been calling it from my "init" fun…
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Mārtiņš Možeiko
What's wrong with placing vector on stack? But it can "allocate" wherever you put it. Of course yo…
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Mārtiņš Možeiko
These news were discussed in yesterdays pre-stream :) But yeah, these are pretty nice news. Especi…
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Martin Cohen
@mmozeiko Wouldn't it also allocate memory on stack? It won't be allocating using "new" of course,…
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Marc Novakowski
Since the Rasbperry Pi is often mentioned in the stream as a potential "minimal hardware" platform…
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Martin Cohen
@Flyingsand I didn't need any polymorphism so far. I was experimenting with mixins, and was able t…
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Mārtiņš Možeiko
What's the difference between "own members" and "storage for elements"? std::vector only allocates…
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Martin Cohen
@mmozeiko By that I meant, that allocator does not provide means of allocating the vector's own me…
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Bl00drav3n
I'm looking forward to reading the VideoCore documentation as I intend to work on a little OS for …
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Flyingsand
I was speaking about closed loop after OpenGL buffer flush with no sleeping at all. So called bus…
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Bl00drav3n
Thank you very much for this post, I will definitly dive into some maths regarding this problem la…
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Flyingsand
I've adopted data-oriented design for some of my DSP code (audio filters and such), and I'm rather…
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Mārtiņš Možeiko
Yes, to first. Not sure what you mean by second. std::allocator allocate any memory container need…
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Martin Cohen
I'm using malloc to be as-close-as-possible to big-bloc allocation that Casey does in Handmade Her…
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Mārtiņš Možeiko
Some of games in Humble Bundle are open-sourced as well: Aquaria - Gish - Lugaru - Penumbra Ove…
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Mārtiņš Možeiko
If you are OK by using malloc, why do you avoid STL? STL by default uses new/delete operators that…
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Martin Cohen
Hello guys, Is there anyone else shock-therapy-adopting Casey's style of "C++" (data-oriented desi…
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Patrick Lahey
The Shadowgrounds games are fun. The source code was release a few years back: Be warned, the co…
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Vadim Borodin
I was speaking about closed loop after OpenGL buffer flush with no sleeping at all. So called bus…
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Mārtiņš Možeiko
So you are asking about how OpenGL and Direct3D interacts with GPU and how to implement that part …
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Mārtiņš Možeiko
Yep, same with me. I also use const, but not because I think it helps optimizations. Is because it…
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David Owens II
I use const, but for me it's more about semantics. Related consts I put in an enum, but free float…
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Greg
Sorry I wasn't clear enough. I wasn't asking about which API to use as it was stated in the proje…
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