Rachel Blum
  • Member for 11 years, 6 months
  • Last seen more than 11 years ago
C++ low-level optimization tips
31 votes

First step: Think carefully about your data in relation to your algorithms. O(log n) is not always faster than O(n). Simple example: A hash table with only a few keys is often better replaced with a ...

View answer
How to make a multiplayer game work reliably behind NAT?
Accepted answer
10 votes

The technique most commonly used is referred to as NAT punch-through. Here's a decent intro: http://www.mindcontrol.org/~hplus/nat-punch.html There's an OSS project at least for UDP: http://udt....

View answer
Accuracy and frame-rate in a rhythm game
Accepted answer
6 votes

1) What Kimau said about compensating for controller lag/perceptional differences is important. While a lot of people get the basic rhythm, just translating it into a keypress might mean they're ...

View answer
MSG::time is later than timeGetTime
Accepted answer
6 votes

Yes, it does use a different source. If you look at the Windows documentation you will see that you should use GetTickCount/GetTickCount64 to compare against the message time. If you need any kind of ...

View answer
OpenGL: Precompute a texture rotation
Accepted answer
6 votes

How does that save any significant amount of time? Presuming you handle the rotation in a vertex shader, that only saves time if you're VS bound. If you are talking about a fixed-function pipeline, ...

View answer
Cross platform low level graphic API
Accepted answer
6 votes

The lowest level that makes sense from my point of view is something that talks about the resources involved in rendering - vb/ib, render surfaces, textures, shaders, state blocks, etc. The problem ...

View answer
Multi-disciplined: Strength or Weakness?
4 votes

Tailor your resume towards the job you're applying to. (This goes even for those of us who are untalented single-skill hacks ;) Read the job description, emphasize the parts of your experience that ...

View answer
What happens in pre production of a game?
3 votes

It depends entirely on the game team what exactly pre-production is. Its intent is always the same: To prove out that this game can be made, within the given constraints, and has a chance at being a ...

View answer
Do any 3d engines natively import Google Sketchup models
2 votes

Since SketchUp can export in 3DS format, I'd believe many engines can take that. It's a fairly common data exchange format.

View answer
3D theory before graphics APIs?
1 votes

Don't go for "computer graphics" books. Start with linear algebra - it lays the foundation for everything you need. MIT has a good video course: http://ocw.mit.edu/courses/mathematics/18-06-linear-...

View answer
For a 2D game on the iphone would I better using OpenGL or CoreGraphics?
1 votes

In a nutshell, they focus on different purposes. CoreGraphics: Compositing and vector graphics. If you just need those, CoreGraphics is a good choice. CoreAnimation: Animate layers of 2D objects. ...

View answer
Implementing a wrapping wire (like the Worms Ninja Rope) in a 2D physics engine
0 votes

One approach to this is to model the rope as collidable particles, connected by springs. (fairly stiff ones, possibly even just as a bone instead). The particles collide with the environment, making ...

View answer