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1  Discussions / General Discussions / Re: Concurrency Library on: 2015-04-01 08:04:59
Oh, I'm excluding consoles from my thinking here...that seems reasonable.
2  Discussions / General Discussions / Re: Concurrency Library on: 2015-04-01 07:19:57


AtomicInteger = bus locking.  Not a big deal but potentially stealing cycles from everybody.
Linear Ring buffer = false sharing extravaganza.
jobs are processed FIFO...meh.
small jobs = very inefficient, esp if they don't happen to be the same code/linear data and happen to go to the same worker.
large jobs = potentially long latency...job submission to completion.

I can't think of a game client reason to use this model.  And like I said earlier I can't think of a reason to be anything other than SPSC.  Strawman example:  Take an audio processing thread.  Of course it's completely reasonable to have multiple threads wanting to send commands to it, but there's no reason for it to be through a single communication channel.

I'm only thinking about consumer grade hardware.  Otherwise we're talking about MMO server code...and anyone ready for that doesn't need this conversation.  Consider:

1) Is there any major paradigm shift in CPU ISAs on the horizion?  No.
2) How fast is the number of physical cores growing?  It's complete stagnated.
3) How likely are we to see multi-socket consumer devices soon.  Not very.

And even if I'm wrong on any of these points it doesn't really matter because it'll be years before penetration is large enough to be worth considering.  So SPSC is completely viable for the foreseeable future.
3  Discussions / General Discussions / Re: Concurrency Library on: 2015-03-31 12:38:13
I can't think of a reason to be other than SPSC.
4  Discussions / General Discussions / Re: Concurrency Library on: 2015-03-31 10:19:31
Disrupter is cool, but if you're game needs it: you need to rethink your threads and how the communicate.
5  Game Development / Newbie & Debugging Questions / Re: Best Practise - Quad Trees on: 2015-03-30 11:08:02
You "can" get a good memory layout in java...just it's a ton of work.  Using something like Riven's library would make the attempt partially sane.  Like I said...this is hard in java.  Actually it's pretty hard in C as well, but at least you're given the tools you need to do the job.  And making the attempt is only ever worthwhile if its a good match to your data and the set of queries you're going to perform.
6  Game Development / Newbie & Debugging Questions / Re: Best Practise - Quad Trees on: 2015-03-28 14:49:41
Understand sweep-and-prune on a uniform grid.  Search the forum I've done a verbal write-up.  Quad-tree's are the same.  The key notion is to be edge based instead of child based.
7  Game Development / Newbie & Debugging Questions / Re: Best Practise - Quad Trees on: 2015-03-28 13:19:19
For reference I've implemented probably over a dozen different flavors of quad-trees for various statistical properties.  I understand java, compilers and how CPUs work.  Writing a quad-tree worth using in java is hard.  The vast majority of people will end up with a something much more complicated and less efficient than sweep-and-prune on a uniform grid.

Moreover if the distribution of object is closer to uniform than Gaussian, then the grid is a better idea anyway.
8  Game Development / Newbie & Debugging Questions / Re: Best Practise - Quad Trees on: 2015-03-28 12:47:38
Java isn't well suited to the problem without a lot of pita.  No structures or arrays of.

Quadtrees in general are only well suited if you have (sub)space which is large compared to things to be contained.
9  Game Development / Newbie & Debugging Questions / Re: Best Practise - Quad Trees on: 2015-03-28 10:36:49
Quad-trees are hard in a language like java.
10  Game Development / Newbie & Debugging Questions / Re: [Solved] Randomly Generated Objects that do not Overlap? on: 2015-03-24 09:23:49
Aside:  Breaking space into a grid and generating uniformly random points inside is not blue noise.  It's not uniform either.  It's not even close to either. 
11  Game Development / Newbie & Debugging Questions / Re: Randomly Generated Objects that do not Overlap? on: 2015-03-23 06:33:37
Blue noise is hard.  Sobel is easy.
12  Game Development / Game Mechanics / Re: Orbital mechanics = Keplers! on: 2015-03-18 13:31:37
Come on, Kids, do some of that pilot shit!
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-18 08:55:19
Speaking of intel, just ran across this: http://www.joshbarczak.com/blog/?p=667

and the nice visual break down of rendering in Deus Ex: http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/
14  Game Development / Game Mechanics / Re: Orbital mechanics = Keplers! on: 2015-03-18 08:24:52
Anytime "dimensions" comes up in conversation, I respond with the one-liner:  Don't confuse spatial dimensions with the number of dimensions in the vector space.

The latter >= the former.
15  Game Development / Game Mechanics / Re: Orbital mechanics = Keplers! on: 2015-03-18 04:10:33
My point is that Kepler's is good enough for modeling of orbital mechanics for serious applications.  So if you're writing game code that's more complex...you're doing it wrong.
16  Game Development / Game Mechanics / Orbital mechanics = Keplers! on: 2015-03-17 12:25:54
You know how when anyone says anything about orbital mechanics how I reply with one word:  Keplers?

More on the subject by someone much smarter than me:

https://johncarlosbaez.wordpress.com/2015/03/17/planets_in_the_4th_dimension/
17  Discussions / Miscellaneous Topics / Re: Lambda - Java 7 Alternatives on: 2015-03-14 15:24:08
The classic solution is to use one-method-classes.  Which are often anonymous.
18  Game Development / Articles & tutorials / Re: Implementing AI state stack on: 2015-03-11 10:31:40
State machines only work in very very simple situations.  See: GOAL and behavior trees.
19  Discussions / General Discussions / Re: GDC 2015 - various stuff on: 2015-03-10 09:57:13
Another collection of GDC paper links: http://gsteph.blogspot.co.uk/2015/03/gdc-2015-links.html
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-10 09:25:32
kepler
21  Discussions / General Discussions / Re: The Khronos Group announces "Vulkan": the successor to OpenGL on: 2015-03-09 16:08:41
https://www.khronos.org/developers/library/2015-gdc
22  Java Game APIs & Engines / OpenGL Development / Re: How to avoid duplicate shader code? on: 2015-03-09 14:11:06
It used to be completely broken in some drivers.  No idea about the current state.
23  Discussions / General Discussions / Re: The Khronos Group announces "Vulkan": the successor to OpenGL on: 2015-03-07 11:01:02
dlmalloc is an easy first pass.

EDIT: wait.  What's the contract?  single threaded?
24  Discussions / General Discussions / Re: The Khronos Group announces "Vulkan": the successor to OpenGL on: 2015-03-07 08:57:22
That's a very good thing.  Modern default allocators are burdened with a bunch of stuff you really don't want.  Such as memory randomization support.
25  Discussions / General Discussions / Re: GDC 2015 - various stuff on: 2015-03-06 21:53:55
Speaking of which.  Brute force: https://www.shadertoy.com/view/ls2SDD
26  Discussions / General Discussions / Re: GDC 2015 - various stuff on: 2015-03-06 14:08:31
nvidia is dumping yet more stuff into UE: https://developer.nvidia.com/content/nvidia-gameworks-increases-pace-innovation-unreal-engine-4-games
27  Discussions / General Discussions / Re: GDC 2015 - various stuff on: 2015-03-06 09:05:17
A blog post that's tracking publicly available papers: http://blogs.wefrag.com/skaven/2015/03/03/gdc-2015-papers/
28  Discussions / General Discussions / Re: The Khronos Group announces "Vulkan": the successor to OpenGL on: 2015-03-05 12:16:19
Well PhysX (3.3.3) is now open-source.  Repo doesn't appear to up yet so I haven't had the chance to see if there are any strings attached. 
29  Discussions / General Discussions / PhysX now on github on: 2015-03-05 09:13:55
Okay..I just posted PhysX source was going into UE.  Nevermind:

https://developer.nvidia.com/content/latest-physx-source-code-now-available-free-github
30  Discussions / General Discussions / GDC 2015 - various stuff on: 2015-03-05 09:11:55
Unreal's licencing has changed and PhysX source code going into UE source tree.

Unity's licencing has changed as well.

Valve is following with licencing change (no details yet) for the Source 2 engine

GCC might get SPIR support.

Enlightment demo: https://www.youtube.com/watch?v=TLPedv_h8vY
Unreal kite demo: https://www.youtube.com/watch?v=nwuFd5uK_xQ
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