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878981 Posts in 32949 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 03:00:14 AM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)The grumpy old programmer room
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Author Topic: The grumpy old programmer room  (Read 306677 times)
Graham.
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« Reply #3375 on: July 30, 2012, 10:33:00 PM »

I do not like multithreading  Sad

I love multi-threading. Smiley

no, its not a programming problem but an implementation difficulty. its one of those things that really absolutely has to be designed on paper first

Ah, programming... yes, sometimes you have to design first.

When I get into that position, I'll refactor a lot first. I'll perfect anything the issue touches. Then wrestling with it on paper becomes simpler.

Sometimes doing a lot of obvious things around a problem makes the bigger picture more clear.
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Nix
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« Reply #3376 on: July 31, 2012, 02:27:27 AM »

I do not like multithreading  Sad

I love multi-threading. Smiley

no, its not a programming problem but an implementation difficulty. its one of those things that really absolutely has to be designed on paper first

Ah, programming... yes, sometimes you have to design first.

You always have to design first. If you aren't designing first, you're basically wandering through a hedge maze while blind and just hoping you'll make it out the other side eventually.
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Muz
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« Reply #3377 on: July 31, 2012, 05:35:23 AM »

Sometimes it's just a little hedge maze where nobody minds if you take a few hacks Tongue
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sigfarter
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« Reply #3378 on: July 31, 2012, 06:47:35 AM »

I do not like multithreading  Sad
I love multi-threading. Smiley
no, its not a programming problem but an implementation difficulty. its one of those things that really absolutely has to be designed on paper first
Ah, programming... yes, sometimes you have to design first.
You always have to design first. If you aren't designing first, you're basically wandering through a hedge maze while blind and just hoping you'll make it out the other side eventually.

sorry to crash your elitist programmer party but usually this method works pretty good
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Nix
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« Reply #3379 on: July 31, 2012, 06:51:44 AM »

I have absolutely no idea what you mean
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SuperDisk
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« Reply #3380 on: July 31, 2012, 07:12:03 AM »

The analogy wasn't that good, more like one for brute force stuff.
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Nix
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« Reply #3381 on: July 31, 2012, 07:21:52 AM »

Oh wait yea I get it. Hedge mazes are dumb.
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moi
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« Reply #3382 on: July 31, 2012, 07:35:34 AM »

that's how life happened
You always have to design first. If you aren't designing first, you're basically wandering through a hedge maze while blind and just hoping you'll make it out the other side eventually.
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lelebęcülo
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« Reply #3383 on: July 31, 2012, 07:50:56 AM »

and it took a really long time
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eigenbom
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« Reply #3384 on: July 31, 2012, 02:50:15 PM »

The best food is always slow-cooked.

Are we all done with bad analogies yet? You can't so easily say that a separate 'design' stage is essential. Of course you have to design first, otherwise you would just be typing characters into a keyboard. Personally I do a mix of paper, conceptual, and code-based designing. And if I could design everything on paper first then I probably wouldn't enjoy programming half as much.
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« Reply #3385 on: July 31, 2012, 09:21:16 PM »

what we are talking about is the difference between "i got a complete plan for this in my head" and "i have to write this down because it is the most complicated shit ever"
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Geti
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« Reply #3386 on: July 31, 2012, 09:55:35 PM »

I'm mad about SDL having seemingly random performance between machines. Software rendered voxel engine working at 30fps on my weak laptop (64MB graphics card, ~2Ghz dual core cpu, 1.5GB RAM) and 13fps on my dev box (512MB graphics card, ~3Ghz tri-core cpu, 3GB RAM).

 Big Laff

Maybe I should just write an alternative GL renderer that does the same thing for machines that have access to it...
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« Reply #3387 on: August 01, 2012, 04:27:13 AM »

I'm mad about SDL having seemingly random performance between machines. Software rendered voxel engine working at 30fps on my weak laptop (64MB graphics card, ~2Ghz dual core cpu, 1.5GB RAM) and 13fps on my dev box (512MB graphics card, ~3Ghz tri-core cpu, 3GB RAM).
Wild guess - your laptop has an integrated graphics card, which uses shared RAM (not it's own, on the card). Maybe blitting to shared RAM is faster?

Liosan
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« Reply #3388 on: August 01, 2012, 04:34:39 AM »

I'm mad about SDL having seemingly random performance between machines. Software rendered voxel engine working at 30fps on my weak laptop (64MB graphics card, ~2Ghz dual core cpu, 1.5GB RAM) and 13fps on my dev box (512MB graphics card, ~3Ghz tri-core cpu, 3GB RAM).
Wild guess - your laptop has an integrated graphics card, which uses shared RAM (not it's own, on the card). Maybe blitting to shared RAM is faster?

Liosan
Yeah try switching HWSURFACE AND SWSURFACE
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rivon
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« Reply #3389 on: August 01, 2012, 06:50:13 AM »

I have to say that this happenned to me too. About 400fps on my Athlon 64 X2 @ 2.9GHz + 2x2GB RAM + NV9600GT and about 800fps on my laptop with shitty Pentium Dual-core @ 2GHz + 3GB RAM + Intel HD...
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