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Today I get really interesting comment to Preview 12 from Renkin Hayato. It so interesting that I will respond to it here. "What do you think about make a team to construct the game? Remake a great game like LBA alone it's kinda suicide! There are very small details that you can forget and i know, do something like this is very wearing and take a lot of time. I hope the project goes forward, unlike other projects remake that were made just to make stupid videos ten thousand years ago!I'm waiting for that since 2009, and i nearly lost the hope of some news about LBA, that stoped to be mentioned at this time." Question from begin I will leave on a little later :] But about rest you are right. I really know what it's mean to make some good remake it really isn't easy job. Sometimes I even fell little like masochist because my expectation about results are really high. It's event worse because I work in Professional Game Dev as programmer. But thi

Query commands execution

So like always start with problem description: I have some pool of command represented as enumerator. Each of command can have unique data that size can be different. I wanted to create system that allow me in easy way iterate over them and execute.  After some time I created this implementation: template<ECommands::enum cmd> bool execCommandTemp(ECommands::ENUM a_cmd, void* a_data) { if (a_cmd == cmd) { SCommand<cmd>::execute((SCommand ::SData*)a_data); return false; } return execCommandTemp<(ECommands::ENUM)(cmd+1)>(a_cmd, a_data); } template<> bool execCommandTemp<ECommands::WRAP>(ECommands::ENUM a_cmd, void* a_data) { return true; } bool execCommand( ECommands::ENUM a_cmd, void* a_data ) { return execCommandTemp<(ECommands::ENUM)0>(a_cmd, a_data); } where SCommand look in example such a way: template <> struct

Multithreaded rendering (Part 2)

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So in last post on this topic I described a very general look about what is happening inside threads and show some problems that I found in meantime of prototyping. This time we will look a little more on solution that is use in White Rabbit Engine. And few things here: Starting from this post I will change a little convention of naming rendering Api. I will use name OpenGL  in situation when problem will be 100% connected to it (i.e. extensions, bugs etc.) for everything else I will use rApi so text be a little more general. I don't claim that this solution is something really innovative and I will surprise you with it. I still work on this system and there is really big probably that some part of it will somehow change in future. So after this short intro let's move to main topic. As was mentioned earlier engine slowly switched from single thread solution to multiple. Initial loop looked something like that: First thing that changed was [ IO update ] that wa