Archive for October, 2008
Thursday, October 30th, 2008
So, it's official now, as you can read in Edge. Pretty nice number for an Eastern Europe RPG on "dying" PC platform, I'd say ;)
Posted in Gamedev | 7 Comments »
Sunday, October 26th, 2008
When I started my gamedev adventure I wanted to be a rendering/3D programmer. This was where I felt most confident. Just like 90% of demoscene coders, I didn’t have much experience with AI, physics or gameplay, it wasn’t really needed for demos. Later it turned out that other areas are ...
Posted in Gamedev, Links | 9 Comments »
Wednesday, October 15th, 2008
If you're familiar with MemTracer project you may be interested to know there's a version that can be actually hooked to external application without much hassle. It has been created by Jean-Silvestre Zirani, visit project page for details. Jean contacted me some time ago, we had nice chats about issues ...
Posted in Gamedev, General programming, MemTracer | 1 Comment »
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 »
Saturday, October 4th, 2008
As stated before, I'm a big fan of oversensitive warnings and try to compile my projects with the highest warning level (/W4) under MSVC. However, as it turns out, even at this level there are still warnings that are not enabled. For a complete list of warnings that are off ...
Posted in Gamedev, General programming | 5 Comments »
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 »