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visits member for 1 year, 11 months
seen Jan 29 at 10:59

Jun
23
comment Why is it when I render a basic cube, my editor's grid changes too?
No problem, glad that's sorted out :). Your understanding sounds correct.
Jun
23
answered Why is it when I render a basic cube, my editor's grid changes too?
May
30
answered What's a good way to distribute delayable tasks between frames to avoid lost frames?
May
8
awarded  Yearling
Feb
23
comment Does Big O really matter?
Err... "that link" compares against SIMD linear search. My work desk is covered with PPC and ARM devices. Do try again. Why not bring up some nice hard specifics or data about the cases you're so frequently running into? I'd love to read about some of the corner cases that you find yourself immersed in -- surely I haven't thought of them all.
Feb
22
comment Does Big O really matter?
My link focuses on micro scenarios because that's the only generalized scenario where linear search even has a chance to compete, and analysis of it brings up direct counterpoints to a supposed "strength" of linear search you've raised in a very generalizable manner... that's hardly cherry picking you need to stoop to with linear search. While I don't doubt you've seen cases where linear search can be superior (unsorted data, front-biased search queries bringing the amortized search near or bellow O(log N), and the occasional micro-scale corner case), I would doubt you see them frequently.
Feb
21
comment Does Big O really matter?
If you want to rely only on automatic prefetch, cold caches, and pick the right microbenchmarks, you can make pigs fly. Measuring is king, but linear search is not, nor do those pigs fly often.
Feb
20
comment Does Big O really matter?
I take issue with the assertion that linear search can "often" be faster, especially on the branching rationale given: pvk.ca/Blog/2012/07/03/… (tl;dr: even at small sizes, linear will typically mispredict at least once while binary can generate conditional moves -- if the size is fixed, binary can be completely branchless as far as branch prediction is concerned)
Feb
2
comment Game state management: the buck doesn't stop “here” soon enough
"handleUserWantsToExit()" might be a better name, but the idea is sound. Exiting all the way out of main 'cleanly' (what I originally guessed app->exit() was meant for) instead of through the quick-abort standard library exit() is also fine: It can make it easier to use memory leak detection tools, as things on the stack deallocate instead of showing up as false positives.
Jan
30
answered Game state management: the buck doesn't stop “here” soon enough
Jan
26
comment Why Game engines use C++?
Some counterpoints: Built in allocation functions such as malloc, new, etc. can have similarly horrific must-be-avoided-to-avoid-hitching runtime performance, and allocation is exactly when GC kicks in. The solution to both is to avoid allocation during gameplay. Similarly, inline assembly should be avoided: it's no longer even available in x64 on MSVC, and they can severely confound the optimizer. In contrast, intrinsics provide access to the same high-performance instructions while keeping the optimizer happier. Options like Mono.Simd do this for C#, although not as well yet.
Jan
26
awarded  Critic
Jan
20
comment Will DirectX 10.1 graphics card work with DirectX 11?
I'd generally go with whichever I was more familiar with. D3D9 will let you target older systems, but D3D11 exposes more features of modern hardware, generally maps better to it, and lets you write "Modern UI Style" Windows 8 apps (strictly speaking using D3D11.1, whereas 9 is unsupported at best there.) If you absolutely need a tiebreaker as you have no preference for any of the above, D3D11 will put you in a better position going forward to pick up e.g. D3D12+ whenever those come about, whereas 9 will become less and less relevant.
Jan
20
answered Will DirectX 10.1 graphics card work with DirectX 11?
Jan
18
reviewed No Action Needed Android OpenGL ES RENDERMODE_WHEN_DIRTY implementation
Jan
18
reviewed Reviewed What is an elegant way to localize level data?
Jan
5
comment Ruby Vs. C# - Better for Game Programming
Hell, Sims 3 uses C# (although not exclusively), and if "such languages" includes the likes of python or lua, I can then point to everything from WoW to EvE Online to Civilization 4 as using them.
Dec
23
comment Why is keeping a constant FPS harder than keeping high FPS?
I'll also note your new pseudo code doesn't do render framerate limiting unless Update sleeps (hopefully it doesn't), and update framerate code appears flawed (if each frame is 17ms long, your inner while loop will execute and call Update() twice every frame, resulting in near 120fps. On the flip side if rendering falls bellow 60fps, Update() will execute at the same framerate as render framerate.) I believe this covers what you actually want: gafferongames.com/game-physics/fix-your-timestep
Dec
23
answered Why is keeping a constant FPS harder than keeping high FPS?
Dec
17
awarded  Custodian