Archive for May, 2008
Wednesday, May 28th, 2008
If you've been programming POSIX threads (or Java, C#, D...), chances are you've used condition variables. It's also probable that after that you switched to Win32 and found nasty surprise - no "native" condition variables here. Of course, they can be implemented with help of other synchronization primitives, but it's ...
Posted in General programming | 1 Comment »
Tuesday, May 27th, 2008
I've been reading "The Algorithm Design Manual" (Steven S. Skiena) recently and I have to share with you one of the chapters, just because it's too cool.
In "The Witcher" we have the following problem: we've plenty of attack animations, most of them dynamic (ie, the character is moving forward) and ...
Posted in Gamedev, General programming | 4 Comments »
Saturday, May 17th, 2008
For the last days (weeks) apart from playing GTA IV (mainly) I've been improving my thread pool class. I decided to implement system similar to the one described by Ian Lewis from Microsoft in "Getting More from Multicore" from GDC2008. Basically, it's an extension of my system, it gives ...
Posted in Gamedev, General programming | 2 Comments »
Friday, May 9th, 2008
One of the simple measurements of game quality (popularity?) is how much do we talk about it during lunches. For a few days it's been all about GTA IV. It hasnt yet reached level of WOW discussions few years ago (some of our mates actually threatened they would stop ...
Posted in Gamedev | 1 Comment »