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Furbolg

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Blog Comments posted by Furbolg

  1. $35,000 - 64-bit Builds: We’ll provide 64-bit builds of the Leadwerks engine library, along with the 32-bit library. (We decided to provide this for Linux by default. The stretch goal is for 64-bit builds on Windows and Mac.)

     

    I hope this will also come with an (paid) update (3.2 or so), otherwise it would start to go ridiculous. (Windows/Mac HAVE TO bake for 64 Bit Support)

    • Upvote 1

    Leadwerks for Linux

    1)

    The result of this campaign will be Leadwerks 3.1 with a high-end AAA renderer running on Linux, Mac, and Windows, with an estimated release date before Christmas.

     

    Does this meaning kickstarter people will get directly 3.1 and the "old" community has to buy it ?

     

    2) If seen on kickstarter site, the BACKER Pledge (100$) gives full access to lua and c++ leadwerks 3d (without windows/mac) and PRO BACKER (200$) gives full access to all 3 platforms.

     

    I personally don't need mac, so do we get 100$ refund or linux as third (second) platform ?

  2. I know this also, after a certain time its really hard to motivate yourself for your project.

     

    Don't make the mistake and force yourself to create "the perfect reusable code", its a good target to create resuable code but if you want to be "uber"-perfect (uber = best of best - its from german über) you'll lose motivation and gain more pressure.

     

    I experienced that reusable code is written automatically after some ( (very) long) time.

  3. @Rick:

     

    Yes, you are right. Overoptimizing is a real bad thing and im normally for readability / usability / maintainability over pure speed (premature optimization is the root of all evil, you know ? wink.png).

     

    But in my example the changes are small compared to a full data-oriented design and you can gain some extra speed.

     

    Aggror's approach is not wrong as long it works for him and his game. It's always nice to see how other programmers solve a problem.

     

    So we can share experience and help eachother, as i said to aggror already, this is the best feature of the leadwerks engine.

  4. @Rick:

    Sure but 20-40% more speed (tested with two dimensional loop where i switched the x/y loops) for very low cost (invested time) is worth it, in my opinion smile.png

    (to be fair, it was a large 2d array... 1024 by 1024 i think)

     

    @Aggror:

    No, i mean you could store your components not directly within themselves (your pictures: list<component>components;). And store them in "a large array" so the cpu can walk straight through all components of type move / gui instead of breaking and process the next component and afterwards going to the next component and start with the next move component.

     

    Its just an idea/opinion, go for your approach. It will definitly work and looks like clean code. Just wanted to give you the extra speed wink.png

  5. My understanding is the flowgraph "blocks" are made from the scripts themselves. They get constructed based on what you define in the scripts.

     

    That's what i meant :)

     

    Nice, real nice. Hope Le3D will release verrrrrrrrry soon, cant wait.

  6. You should have used own types for everything, like:

    typedef const float& constfloatref;

    That's what basically every C++ library does too.

     

    Thats weird naming and typing.

    What i personally do is something like this

    // types.h
    typedef signed char s8; // 1 –128 to 127
    typedef signed short s16; // 2 –32,768 to 32,767
    typedef signed long s32; // 4 –2,147,483,648 to 2,147,483,647
    typedef signed long long s64; // 8 –9,223,372,036,854,775,808 to 9,223,372,036,854,775,807
    typedef unsigned char u8; // 1 0 to 255
    typedef unsigned short u16; // 2 0 to 65,535
    typedef unsigned long u32; // 4 0 to 4,294,967,295
    typedef unsigned long long u64; // 8 –9,223,372,036,854,775,808 to 9,223,372,036,854,775,807
    typedef float f32; // 4 3.4E +/- 38 (7 digits)
    typedef double f64; // 8 1.7E +/- 308 (15 digits)
    

     

    However, int& and float& are still better than copying the value, because if your original value changes, it is also reflected in the function. By copying you have to manually set the new value to each function which copied it.

     

    1. this isnt true... copying primitive/nativ types is faster

    2. You have to watch the side effects when you using reference/pointers they can change anytime (especially pointers, the can pointing into invalid memory etc.)

     

    Lets say you have a function which sets a box position with a simple float reference, now you create another box and use the same variable to place the box. What happens now is that both boxes are at the same place.

    (You cant use literals for reference, a reference need a valid object at the time you are using it also null/nullptr is not allowed)

  7. Everyone has his favorite tools wink.png (and i cant work without visual assist or resharper anymore *vanish* :))

     

    @Rick: yes, it was just an idea because everything in std:: (except tr1 etc.) is standard c++ and the chances it works on other (modern/actual) c++ compiler are pretty high.

  8. It isnt about the size (in times of giga bytes), its about speed (lumooja) but more about good practise. No serious c++ programmer (and you advertise LE3 as c++ engine) will use reference for an simple int.

     

    Its like having spelling errors on your website, it looks unprofessional... ok it dont matter in this case.

     

    Just wanted to give a tip.

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