Tom9729's Profile
Reputation: 178
Stalwart
- Group:
- Author w/DIC++
- Active Posts:
- 2,636 (1.34 per day)
- Joined:
- 30-December 07
- Profile Views:
- 16,219
- Last Active:
Apr 12 2013 09:06 PM- Currently:
- Offline
Previous Fields
- Country:
- US
- OS Preference:
- Mac
- Favorite Browser:
- Chrome
- Favorite Processor:
- Who Cares
- Favorite Gaming Platform:
- XBox
- Your Car:
- Who Cares
- Dream Kudos:
- 425
Latest Visitors
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ButchDean 
06 Jan 2013 - 11:04 -
no2pencil 
20 Dec 2012 - 07:48 -
thornx1 
18 Oct 2012 - 18:22 -
greatdragon2 
20 Jun 2012 - 11:29 -
eZACKe 
10 Jun 2012 - 14:27
Posts I've Made
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In Topic: Request a Tutorial
Posted 27 Jan 2013
cappah78, on 27 January 2013 - 05:07 AM, said:Is there a tutorial on developing heightmaps that are butchered in C++?
I've tried NeHe's, but it's unreadable. I've tried Swiftless's tutorial,
but it is error-prone. And I've tried VideoRockTutorials and it's missing
a library.
Sorry, I meant "are not butchered."
Not really in tutorial format, but might be helpful.
http://dagger3d.svn....up&pathrev=1779
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In Topic: Minecraft server script
Posted 6 May 2012
I've switched back to using my older script. It seems like after time netcat closes the sockets it is listening to, and the server stops receiving commands from the script, which breaks things unless you restart frequently. I will work on a fix but it's pretty low priority.
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In Topic: Modos
Posted 17 Mar 2012
achievement-unlocked.jpg (20.69K)
Number of downloads: 9
Since this is to be modular, are you going for a microkernel design? Or are you thinking more like Linux (monolithic with loadable modules, pluggable scheduler, etc)? -
In Topic: 3567: Project Longshot
Posted 12 Oct 2011
RononDex, on 07 October 2011 - 12:19 PM, said:Everyone who plays games in this genre, may know that there is almost no game out there, which simulates controls, systems, ... as realistic as possible.
Vegastrike has somewhat realistic physics/scale.
I think the reason most games don't is because it's difficult to balance realism and fun in a game. -
In Topic: Background resource loading: multiple threads?
Posted 2 Aug 2011
ButchDean, on 02 August 2011 - 08:09 PM, said:Pretty much like I said before, it's bad idea. The purpose of a threads is to perform relatively small tasks in parallel - in that you have one big serial process that is broken into smaller parallel ones. What you are proposing in to have (at least potentially) large tasks running in parallel, which won't benefit you. Can you see where I am coming from?
Also you still haven't pointed out what criteria you will be using to trigger your load resource threads, and what guarantee do you have that the resources will still load in time for use in the game?
I want to load n-many files of varying sizes and types. I can use them as soon as they are ready. The idea is to be somewhat optimistic and prefetch files I *think* I'll need; they'll just get tossed in a LRU cache and then really no harm done if I end up not using them. If I *need* to use a file and it hasn't been loaded/prefetched yet, I can either use some kind of placeholder until it is ready, or I can stop and wait for it to load. I understand that reading from the disk is ultimately a serial operation but I think it might be advantageous in situations where a bunch of little files that we need immediately are stuck waiting for a big old whatever to load.
Anyways I think I sort-of answered my own question, and this stackoverflow post seems to confirm what I was thinking.
My Information
- Member Title:
- Segmentation fault
- Age:
- Age Unknown
- Birthday:
- Birthday Unknown
- Gender:
-
- Location:
- The Moon
- Interests:
- Programming, eating, sleeping, reading, running, thinking.
- Full Name:
- Tom Arnold
- Years Programming:
- 5
- Programming Languages:
- C, Java, Python
Contact Information
- E-mail:
- Click here to e-mail me
- AIM:
-
Tom9729
- MSN:
-
xenx633@hotmail.com
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nimajneb
23 Aug 2010 - 16:16bocaccio
24 May 2010 - 20:19