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Blog Comments posted by Furbolg
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Leadwerks for Linux
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
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 ?
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But the screenshot after the video is half-life²
Does CEGUI supports OGL and D3D ?
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I think he's meaning the screenshot from valve (hl²) engine
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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.
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I dont know SFML but seems like simple Bit/Bytestream, keep on good work.
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Nice work!
Do you use lua or your own void* stuff ?
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Nice initiative rick!
I personally wont join LCP2 because its only lua (lua is great but im c++ programmer ).
im also a bit surprised that you want to "copy" LCP 1 ?
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Really ? i was about to preorder for my iphone 3Gs
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So we can see your game next week ?
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@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 ? ).
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.
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Sorry for double post
@Rick @Aggror:
Look this article: http://gamedev.stackexchange.com/questions/16116/component-entity-system-updates-and-call-orders
The first big answer from Joe Wreschnig describes my idea in more detail.
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@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
(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
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Good work aggror, nice to see your approach.
Just be aware, your current design will produce a lot of cpu cache misses. To avoid this you could store all your components in a componentcontroller (however you like to call) list/vector for each componenttype (vector<movecomp>, vector<guicomp>...).
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Thank you for your listening to your community and dont abandon us (like some publisher).
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Wow, to be honest at first i just read 999$ (nine hundred ninty nine) but then i saw the 50% rabate for the community.
Thats a pretty high price, so i hope to see some nice additions in future
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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.
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Looks good, so we got here a "Lego" for big kids We can make scripts and integrate them into the flowgraph and use them with other "blocks", correct ?
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I agree full to Roland, except this one:
Use them with care like intypedef std::map<std::string,myObect*> ObjectMap;
But thats only a opinion thing, if you can work with it its fine
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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)
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Can i haz templates ?
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Everyone has his favorite tools (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.
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I dont know much about the mobil devices but maybe std::function / std::bind is a solution ? (requires c++11 / visual studio 2012 afaik)
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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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Yes i know but an native/primitive type to copy is faster then referencing it because of the indirection.
http://stackoverflow.com/questions/2108084/pass-by-reference-more-expensive-than-pass-by-value
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Stretch goals revealed for Leadwerks for Linux Kickstarter campaign
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Posted
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)