Search found 35 matches

by Rainwulf
Mar 29, 2007 4:45
Forum: General
Topic: Has anyone used FB for dual core & quad core programmin
Replies: 11
Views: 3212

Games are hard to do with multithreading because so much of a game depends on the steps taken previously, and they lend themselves to a single continous thread. The ideal code to farm out to another thread are asynchronous tasks like sound and animations etc. You just have a "playsound("sound4.wav")...
by Rainwulf
Mar 28, 2007 11:55
Forum: General
Topic: Globe Map
Replies: 3
Views: 1196

My guess would be to learn how to code opengl. Opengl makes it horribly easy compared to your own perspective correct texture mapping algo. I messed with texture mapping a few years ago in qbasic... and well, its a mess. OGL makes it so simple its criminal. PLUS, cross platform, and you get hardware...
by Rainwulf
Mar 28, 2007 11:50
Forum: General
Topic: MOD
Replies: 7
Views: 1776

mod is only an integer operator.


to get the fractional part do a frac=value-int(value)
by Rainwulf
Mar 28, 2007 11:46
Forum: General
Topic: Has anyone used FB for dual core & quad core programmin
Replies: 11
Views: 3212

I am learning SMP myself now with FB using "threadcreate" and mutexes. Its actually crazily simple to do, and once you get your head around the idea that the second thread is its own complete running program its actually pretty neat. I am coding on a dual core now but my code works on single cores a...
by Rainwulf
Mar 28, 2007 11:36
Forum: General
Topic: Optimizing These Circle and Rectangle Collision Functions
Replies: 9
Views: 1710

Try your hardest to remove the square root from the circle collision tester. its horribly slow. How? this is an idea. if you need to compare a radius... radius = sqrt (x*x + y*y) if radius < test then etc etc. try this radius = x*x+y*y if radius < test*test then etc etc precompute test*test before t...

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