Search found 719 matches

by Gonzo
Oct 26, 2013 9:55
Forum: Projects
Topic: VoxelGame Project
Replies: 6
Views: 1130

Re: VoxelGame Project

I just started out with the basics, rendering meshes that consist of textured quads the fbcraft source can be found here though: https://github.com/fwsGonzo/cppcraft I rewrote it in c++ because i had some issues here and there that shall not be named :) If you have any specific questions, you can ju...
by Gonzo
Oct 17, 2013 23:52
Forum: General
Topic: opengl 3d engine
Replies: 18
Views: 3085

Re: opengl 3d engine

I don't yet see a way to return a vector co-ordinate during a rotation. glrotatef(~,~.~,~.~) seems to do only a half rotation, the other half is somehow swapped. Perhaps glrotatef(angle,x,y,z) where x,y,z are in [0,1] is wrong syntax. I cannot see that anything here should be commutative. http://en...
by Gonzo
Sep 16, 2013 5:20
Forum: General
Topic: multithread debugging questions
Replies: 4
Views: 787

Re: multithread debugging questions

maybe wrong gdb version?
nothing wrong with your code.. check gcc version used to build fb, compare with expected gdb version and libs
by Gonzo
Sep 16, 2013 5:04
Forum: General
Topic: Multithread Parameter Passing
Replies: 21
Views: 3057

Re: Multithread Parameter Passing

you can get theoretical speeds with lockless multithreading i should know since i have that in my generator - generally 92-95% cpu usage during the entire operation, except compression and io stages (since im lazy) but, you didnt define your problem well at all, so its not easy to help you either wa...
by Gonzo
Sep 14, 2013 21:43
Forum: Game Dev
Topic: Tutorial: Software 3d and matrix manipulations.
Replies: 30
Views: 7356

Re: Tutorial: Software 3d and matrix manipulations.

I hope you get around to one on pixel buffer objects. I'm too lazy PBOs had a short lifetime and they are deprecated :) Textures & FBOs keeps things simple, unless you want multisampling.. You can't do multisampling at all with "texture rectangles" Getting rid of fixed pipeline is sim...
by Gonzo
Sep 14, 2013 21:35
Forum: Community Discussion
Topic: Inline functions
Replies: 9
Views: 1757

Re: Inline functions

Personally I'm not interested in adding exceptions to FB. FB is native code, the only way to add exceptions would be to do it exactly like GCC does for C++ (DWARF and/or setjump/longjump), and that comes with lots of problems (such as, being very complex and bloated, and potentially incompatible wi...
by Gonzo
Sep 14, 2013 21:11
Forum: Beginners
Topic: Overloading of operator.
Replies: 11
Views: 1585

Re: Overloading of operator.

... compatible ... Than you for the tip. It is clear now - why... Anyway. I've changed my mind. Price of this "comfort coding" and "clean code" is too high - twice speed loss - from 300 fps to 150 in my case. :( That sounds harsh, though you should never measure it in FPS to beg...
by Gonzo
Sep 14, 2013 21:00
Forum: Community Discussion
Topic: Inline functions
Replies: 9
Views: 1757

Re: Inline functions

However in C inline functions are often defined in headers inside their declaration so that the compiler doesn't generate an external symbol, so inlining after compiling is probably not often done. I don't think you can do that, because inline functions need to be exposed to the code that uses it. ...
by Gonzo
Sep 14, 2013 2:32
Forum: Community Discussion
Topic: Inline functions
Replies: 9
Views: 1757

Inline functions

I think freebasic would benefit inline functions, just like in C++ It offers so much with no drawbacks, unless you start inlining big functions of course =) I see many people on the forums using big #macros, when inline does the same thing without being hard to debug Inline also offers you the chanc...
by Gonzo
Aug 26, 2013 5:24
Forum: Community Discussion
Topic: New FB release coming up
Replies: 124
Views: 18923

Re: New FB release coming up

Just an FYI, with regular mingw64 i had problems compiling for both m32 and m64 (i even tried really hard to complete the missing libraries) with tdm-gcc that problem went away :) I'm using tdm64-gcc-4.7.1-3 (even though mingw64 uses 4.8.1 from using mingw-builds project) Are you actively working on...
by Gonzo
Jul 01, 2013 22:23
Forum: Community Discussion
Topic: Commenting Code (in Progamming Q & A)
Replies: 14
Views: 1527

Re: Commenting Code (in Progamming Q & A)

well, you implemented that algorithm somehow just put a link to the source in a comment and call it a day if you made it up yourself, chances are you'd want to document it, if only for your own sake so, just do it while you remember what you did, or at least why for all the hyper-optimized algorithm...
by Gonzo
Jun 30, 2013 23:53
Forum: Community Discussion
Topic: Commenting Code (in Progamming Q & A)
Replies: 14
Views: 1527

Re: Commenting Code (in Progamming Q & A)

This article, one of many, gives some insight into why we comment code: http://arstechnica.com/information-technology/2013/02/how-do-i-deal-with-a-team-member-who-refuses-to-make-comments-in-code/ general picture: * don't comment obvious things * code should be written as self explanatory, meaning y...
by Gonzo
Apr 18, 2013 20:33
Forum: General
Topic: Unnecessary warnings from GCC
Replies: 4
Views: 1092

Re: Unnecessary from GCC

dkl, you don't have to use ((packed)) either, if its a field = N
you can also just use
#pragma pack(push, N) ie. pack(push, 1)
typedef struct
...
} some_t;
#pragma pack(pop)

at least it will look cleaner, no warnings, and no $%#@
i've had issues with ((packed))
by Gonzo
Apr 17, 2013 9:39
Forum: Community Discussion
Topic: 4000 downloads on souceforge in one day?
Replies: 2
Views: 713

Re: 4000 downloads on souceforge in one day?

agree with Pritchard, but I'll still be using FB having learned C++ now, i feel it's just too much of a "bandit language," than anything else just like C (which i always knew very well) the operators and syntax doesn't make any sense for being a "modern language" sure, you can do...
by Gonzo
Apr 09, 2013 17:19
Forum: Projects
Topic: Fractal Slogro
Replies: 1
Views: 772

Re: Fractal Slogro

Cool stuff :)

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