hmmm, makes sence to me you basically do this right?
Normalise(matrixBefore*corner - MatrixAfter*corner) is the direction
of the new particle
btw (OT) apex: you should put your avatar on devmaster.net
Have you seen the Assembly output(read: junk) that dear VC++ produces;
Assembly rulez - however Intel Compilers are making life difficult.
Still there is nothing like what a man can do - optimizing using a
compiler is always a shortcut.
As a student I believe that having a project to your name is VERY
important - paid or unpaid is nobody’s concern.
However u do a project @ Ensemble/ID (you are a god)/ Blizzard you have
an extra punch.
One suggestion HR guyz are helpful in variety ways - infact they are
one of those bunch of ppl who are overlooked and underestimate. I know
this from having seeing the many HR goodies and badies…
Maybe you could make it a point in it.
I accept that clean code is very important.
that was exactly why I said - I USE C++ classes… nothing else is
Did you ever try playing Q ]I[ on a system that sucks? Perhaps that is
when you would realise that speed is important. Without speed your game
play goes for a toss. Without Game play - well err… I guess everyone
I never said C++ sux or otherwise… I only said C style coding is
well for more complex objects than a cube it would be waste of memory to
store that object twice
if you are dealing with only position, why would you need a matrix? Why
not have variables that store the old position and new one?
This site has a IRC channel? Nice B)
Where can I find you? :)
to me, that code is really fugly.
today is the meeting (community game project) 9:30 GMT. please show up
if you can find time
nice one :)
I was temporarily away ;)
hey, baldurk where the hell are you ??? i nearly burned my fingers
getting into the channel and now… :)
sorry, i was online most of the time. my client crashed last week and i
forgot to rejoin and look at the channel
i’ll be back though. thx, for reminding
strange that this error never occured before.
the problem was that stlport redefines std to _STL but imports
type_info from the vendor stl which somehow confused boost because it
was looking for type_info in _STL and not in std.
anyway i configured stlport not to redefine it’s namespace and now it
Oops…maybe I should read former posts, before just posting my own
as i said. you have to find out were to use what.
Speed will always be a matter(that’s why asm is still used…)…
But today, it’s mostly much more important to have a clean, flexible
code and short development times(that’s why asm is only used for single,
easy to overview functions… :D )…
baldurk : i was just making a point that things that once were useful
only in enterprise applications become more important in game
it’s also useful when other languages aren’t available.
anubis: I think you may be missing the point. You don’t have to use all
of C++’s features to write OO code. Simply classes and most likely
inheritance. That’s all
CyraX: I don’t know why, but I find that for more complicated memory
allocation commands new is easier than malloc. Just my opinion though
hm, i like it too but you have to be good to beat modern compiler’s
i object that speed is the primary concern in games. it might have been
but times have changed and clean and easy to understand code has become
more and more important as games and engines grow more and more complex.
one good example is the nebula device from
radonlabs. the virtual filesystem they
created was only possible with oop. it’s just amazing to have every
object, every texture, every mesh and shader accessible through the
console ( look at it if you don’t know it, it’s a great engine ).
so, c++ is my prefered language. my general aproach when designing my
code is to seperate it into two catogories.
in fact i believe that if you write good c++ code the speed problem is
totally irelevant 90% of the time. if you are passing down 5000
triangles in one vertex buffer that one virtual function call won’t hurt
you but will gvie you an easy way to abstract the gfx api you are
I like to use C++ - for organization.
I would NEVER dare to use Polymorphism - slows down the code.
Inheritance - Building hte parent classes before my beloved class is
C is more mature than C++. You need C++ ONLY for enterprise
applications where speed is secondary. In gamez we have speed as the
Anyone else feels that same?
I dont use “new” rather use malloc.
Everything that dear Bjarn Stroustrup said was for enterprises… not
for us game developers :rolleyes: