Search found 719 matches
- Oct 26, 2013 9:55
- Forum: Community Discussion
- Topic: VoxelGame Project
- Replies: 6
- Views: 2353
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...
- Oct 17, 2013 23:52
- Forum: General
- Topic: opengl 3d engine
- Replies: 18
- Views: 5074
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...
- Sep 16, 2013 5:20
- Forum: General
- Topic: multithread debugging questions
- Replies: 4
- Views: 1596
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
nothing wrong with your code.. check gcc version used to build fb, compare with expected gdb version and libs
- Sep 16, 2013 5:04
- Forum: General
- Topic: Multithread Parameter Passing
- Replies: 21
- Views: 5388
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...
- Sep 14, 2013 21:43
- Forum: Game Dev
- Topic: Tutorial: Software 3d and matrix manipulations.
- Replies: 30
- Views: 10903
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...
- Sep 14, 2013 21:35
- Forum: Community Discussion
- Topic: Inline functions
- Replies: 9
- Views: 3393
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...
- Sep 14, 2013 21:11
- Forum: Beginners
- Topic: Overloading of operator.
- Replies: 11
- Views: 2776
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...
- Sep 14, 2013 21:00
- Forum: Community Discussion
- Topic: Inline functions
- Replies: 9
- Views: 3393
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. ...
- Sep 14, 2013 2:32
- Forum: Community Discussion
- Topic: Inline functions
- Replies: 9
- Views: 3393
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...
- Aug 26, 2013 5:24
- Forum: Community Discussion
- Topic: New FB release coming up
- Replies: 124
- Views: 31325
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...
- Jul 01, 2013 22:23
- Forum: Community Discussion
- Topic: Commenting Code (in Progamming Q & A)
- Replies: 14
- Views: 3075
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...
- Jun 30, 2013 23:53
- Forum: Community Discussion
- Topic: Commenting Code (in Progamming Q & A)
- Replies: 14
- Views: 3075
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...
- Apr 18, 2013 20:33
- Forum: General
- Topic: Unnecessary warnings from GCC
- Replies: 4
- Views: 2171
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))
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))
- Apr 17, 2013 9:39
- Forum: Community Discussion
- Topic: 4000 downloads on souceforge in one day?
- Replies: 2
- Views: 1325
Re: 4000 downloads on souceforge in one day?
agree with anonymous1337, 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 ca...
- Apr 09, 2013 17:19
- Forum: Projects
- Topic: Fractal Slogro
- Replies: 1
- Views: 1383
Re: Fractal Slogro
Cool stuff :)