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Apr
7
comment Is there any limit to the amount of threads you can run at the same time?
Downvoter: why?
Apr
7
awarded  Popular Question
Apr
5
revised Is there any limit to the amount of threads you can run at the same time?
added 32 characters in body
Apr
5
answered Is there any limit to the amount of threads you can run at the same time?
Apr
2
comment How should my engine Identify objects
2 cents: a good deal of the cost of the unordered_map in this case will be that of constantly hashing the string keys. That's just one of the reasons strings should be avoided internally if possible - expose them to tools or whatever but hash them up front and use the hashes directly. If you don't care about adding new resources on the fly, you can even devise a perfect hash function.
Apr
2
comment Should I Include the W-component of a vector when calculating it's length or dot product?
I'd like to add that various transformations work out nicely if you represent points as coordinates with W = 1 and vectors (more accurately, "directions") as coordinates with W = 0. For example, a point will be affected under translation, but a direction will not be.
Mar
27
comment How do I ensure a piece of code runs only once?
You have to remember that you only lose with branching IF THE PREDICTION IS WRONG. If the flag rarely changes, you won't get any branch mispredictions except shortly after each change. The correct branch will be pre-empted and it won't stumble on itself. I expect the indirect branch will lose overall to the conditional because you have to pay the cost of a function call each time.
Mar
19
awarded  Yearling
Feb
17
revised vulkan wiki description
Updated to reflect the release of the SDK
Feb
17
suggested approved edit on vulkan tag wiki
Feb
2
comment Implementing time step in main game loop
Your dt is zero. It is the constant, desired update interval; it is never calculated. That leads you into an infinite loop, as the accumulated time is never consumed.
Jan
30
revised How to render water reflections on multiple heights
added 181 characters in body
Jan
30
answered How to render water reflections on multiple heights
Jan
17
comment Will Vulkan Kill the use of GLSL?
No, and it doesn't matter, because graphics programming is the same regardless of shading language. IIRC, Vulkan will ship with an offline GLSL to SPIR-V compiler. Furthermore, Nvidia just announced that their Vulkan drivers will have an extension to support direct GLSL shader submission (like you have in OpenGL) out of the box.
Jan
4
reviewed Approve In OpenGL what's quicker, lots of smaller VAOs, or one large one updated each frame?
Jan
3
comment Complex system-component dependencies in entity-component system?
It's probably not useful to post another answer saying to not use ECS for this, so I'll add my thoughts as a comment. If you imagine a scene graph for dealing with rendering, sound, etc., it's very easy to hook it up with an ECS; simply have a component that refers to or owns a node in the graph. The scene graph is the meat and bones of the world, while the ECS is the brain.
Dec
18
awarded  Taxonomist
Dec
12
awarded  Popular Question
Dec
7
comment How to execute game logic every 100ms but render as fast as possible?
gafferongames.com/game-physics/fix-your-timestep
Nov
16
awarded  Nice Answer