Archive for the ‘RDESTL’ Category
Sunday, December 14th, 2008
Few words about what I’ve been up to profesionally for past months. As you may have heard – Geralt is coming to the consoles. There’s PS3/X360 adaptation of “The Witcher” in the works. It’s being developed in close cooperation with French company – Widescreen Games. They’re cool guys, basically mix ...
Posted in Gamedev, Links, RDESTL | 4 Comments »
Friday, October 10th, 2008
Seems like I'm mainly pimping RDESTL recently, but that's all I've time/power to work on when I'm back at hotel. Quick update:
latest hash_map included in Attractive Chaos benchmark (+bug fixes). It did quite well. One problem is it consumes memory like crazy, but benchmark works on a really huge set. ...
Posted in Gamedev, General programming, Links, RDESTL | 1 Comment »
Wednesday, October 1st, 2008
I've been reading lots of interesting stuff on hash tables recently and was trying to improve my RDESTL implementation of hash_map. At one point I had 5 different versions, but finally managed to create something that's good enough for most applications. Granted, I exploit the fact that performance's the most ...
Posted in Gamedev, General programming, RDESTL | 14 Comments »
Saturday, September 20th, 2008
I didnt have much time to work on RDESTL recently, but I try to commit some new stuff every now and then (usually bug fixes). One rather interesting recent addition is a fixed_list class. Basically, it's a rough equivalent of already existing fixed_vector. It never allocates any memory and works ...
Posted in Gamedev, General programming, RDESTL | No Comments »
Monday, April 28th, 2008
There are several approaches to implementing a hash map. Main difference is in the way we handle collisions between entries falling the the same bucket. Probably the most popular and elegant is "chaining", where for every slot we have a linked list of entries. In case collision we just enqueue ...
Posted in Gamedev, General programming, RDESTL | 1 Comment »
Wednesday, March 12th, 2008
Uploaded first draft of fixed_vector class to RDESTL (well, right now it's just a different storage type, to increase code reuse). It needs some cleaning up and I'm not really satisfied with the shape of final interface for the moment, but the general idea seems to work. Basically, it's exact ...
Posted in RDESTL | 5 Comments »
Saturday, January 5th, 2008
Copy-on-write behavior of the string class is implemented as policy now as it may or may not be desired. I’ll add “standard” storage policy as well, so it can be easily switched between.
Posted in Gamedev, General programming, RDESTL | 1 Comment »
Tuesday, December 18th, 2007
Instead of uploading complete code package every time, I set up SVN repository for RDESTL. Click here for the latest version of the code. Progress will be a little slower now, that I'm back at work, but I managed to add first, very basic version of COW string class.
Posted in Gamedev, General programming, RDESTL | 2 Comments »
Tuesday, November 27th, 2007
I've some days off after finishing the project, flying to warm countries for holidays soon, but in the meantime I started reinventing the wheel for n-th time. I was inspired by EASTL (Electronic Arts' version of STL) and tried to create small subset of STL, aimed at game development. I ...
Posted in Gamedev, General programming, RDESTL | 2 Comments »