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Member Since 13 Sep 2012
Offline Last Active Yesterday, 10:14 PM

Posts I've Made

In Topic: OpenAL 1.1 use

21 December 2014 - 10:45 AM

OpenAL soft is non-commerical.
Um, no? Its LGPL, link to it dynamically and use it. That's it. If you want to sell the product of that or not, its up to you.

In Topic: a little dilema abotu glut

20 December 2014 - 10:31 PM

And, I could be mistaken, but hasn't glut been abandoned for awhile now?
Yup, but freeglut replaced it, and that one gets maintained. When anybody talks about glut, don't expect them to actually being talking about the glut, they're probably referring to freeglut.


And if they are in fact using the glut, they're insane, don't talk to those people.

In Topic: Should I support D3D9/OpenGL 2.x hardware, or not?

20 December 2014 - 10:25 PM

Right now, my engine only supports Direct3D10/OpenGL 3.x level hardware and above.

If you like macs (and I know you do), go 3.2+, otherwise I'd leave it at 3.3+.


With 3.3 in theory is supported by all D3D10 level hardware (cept for Intel on Windows because reasons) and it has a few nice things (samplers, explicit attribute location, etc), and you pretty much guarantee that if a card can run OGL 3.3 its either new hardware or old hardware with new drivers (new drivers == good thing, specially if doing OGL).


With 3.2 you give up a few things, but you gain older OSX support.


By using OGL 2.x you reintroduce lots of legacy crap into your render code, I don't think its worth the effort. You'd be basically trying to support either people that don't upgrade their drivers, but you're using OGL so you can't support those anyway, or people with Ge Force 7xxx and ATI Radeon X1xxx cards, which I don't think they're enough around to justify it.


Seriously, D3D10 level hardware was released 8 years ago. Let D3D9 go man, if you truly love it, let it go.


EDIT, have a look at this chart , as you can see (R600 is the code name for ATi HD 2xxx series, G8x is for nVidia GeForce 8xxx series), everything (that matters) supports OGL 3.3 except for Sandy Bridge (aka, Intel HD2xxx and HD3xxx), and thats on Windows, Intel HD3xxx on Linux does supports OGL 3.3.

In Topic: Is Java a good Language for Games?

20 December 2014 - 09:29 AM

But since I'm only doing such in class constructors, class initializers, and static initializers, should I still be concerned with allocation, de-allocation, re-allocation, et cetera?

It depends. When stuff like that is done mostly in initialization phases, you have to consider that probably the JVM has just started to execute that code for the first time. By that fact alone it will work quite slow, and if you add on top array trashing, it will work slower than it should.


Its not that the reallocations themselves are that bad, after all the JVM manages its own preallocated heap, you probably heard a few times that an allocation in the JVM is "just a pointer bump", its just that you put reallocations in places where they might have more impact in startup time.


If the code is "hot" code though (ie, has been run at least a few hundred times), the VM might be able to inline the resizing and notice it allocates an array, puts stuff there, then reallocates another array, then copies back the contents, and eliminate the intermediary array in the process. Its something plausible, but I haven't read anything about such thing so I wouldn't expect it to do it. And even if its done, its probably done by the C2 compiler after a couple thousands calls rather than a few hundred (HotSpot does tiered compilation now so C1 and C2 compilers kick in at different stages in the same code).


You can only be 100% sure by checking the assembly output after a couple tests. Or you could just properly size your collections beforehand :D

In Topic: Certificate needed on Steam?

19 December 2014 - 04:21 PM

Is vsign enough so the user will not encounter a untrusted source message?
I'd be surprised if any regular user pays attention to those...