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Actually, the trap I’m going to write about is a little more subtle and doesn’t apply only to lazy calculations, but it’s one of the most typical scenarios.
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Some months ago I’ve read this article by Elan Ruskin, when he measures the overhead of virtual functions.
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OK, the weird things.
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Finally got my laptop back, so let’s restart with a quick warm-up note.
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This word is usually enough to send shivers down the spine of most developers.
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Doh, I got like 10 e-mails already asking about “The List” I mentioned… A little tired with explaining it’s just a very incomplete, totally subjective, personal list.
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(…or continuation of this note) Damn, it seems like that laptop thing is more serious than I expected - motherboard died.
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Damn, it seems like my Dell died.
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I normally don’t try to link to every interesting industry story, there are better sites for this.
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“Almost perfect…” - story of Word Perfect (competitor of MS Word, for young readers), interesting read, Two-part blog entry from Jeff Vogel, if you’ve ever wondered on indie RPG sales - this one’s for you (Jeff’s owner of Spiderweb Software, probably the…
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Wow, kudos to GDC folks, they’re really fast this year, many presentations can be found at the official conference site already.
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OK, it seems like the initial supply of GDC papers has dried out.
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Let’s start, shall we?
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GDC2009 has started, first publications should be available soon.
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I’ll just put it here, because I’m fed up with forgetting it and experimenting with syntax every time I need it.
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If you’re interested in lock-free/multicore programming, make sure to visit Charles Bloom blog and read his Low Level Threading series.
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When developing stack-based containers for RDESTL I’ve encountered the following problem - how to get block of uninitialized memory that’s aligned properly for type T.
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Some interesting stuff I’ve found recently: Intelligent Brawling - I’ve read it some months ago in Game Developer and it finally is online.
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I’ve been refactoring big pieces of legacy code recently and my work would be much easier if authors would have followed the Law of Demeter.
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Another little snippet.
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A little bit late to the party, but maybe someone haven’t seen it yet and it’s definitelly something worth witnessing.
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If you’re following news from gamedev/IT portals, you know that 2008 has been one tough year for the industry.
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Usually, I try to write about less common programming issues here, this time it may be something less “flashy”, but very useful nonetheless.
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Just a quick note – recently I’ve finally completed my quest for perfect desktop.
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Just a small snippet – as a title says - lock-free double ended, bounded queue in C++.
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Few words about what I’ve been up to profesionally for past months.
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I’ve been playing with radix sort for RDESTL recently and MSVC optimizer surprised me one more time.
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I normally try to put here stuff that’s interesting to all kinds of readers (for carefully chosen definition of reader…) but today I’ll make an exception and post a link to Polish article.
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What’s the best way to drive traffic to your blog these days?
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As you probably have heard - some months ago Google released its own browser - Chrome.
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There’s an interesting observation in Eric Steven Raymond’s essay - ‘The Cathedral and the Bazaar’ (I’ve heard about it thanks to the reference in ‘Dreaming in Code’).
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So, it’s official now, as you can read in Edge.
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When I started my gamedev adventure I wanted to be a rendering/3D programmer.
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If you’re familiar with MemTracer project you may be interested to know there’s a version that can be actually hooked to external application without much hassle.
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Seems like I’m mainly pimping RDESTL recently, but that’s all I’ve time/power to work on when I’m back at hotel.
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As stated before, I’m a big fan of oversensitive warnings and try to compile my projects with the highest warning level (/W4) under MSVC.
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I’ve been reading lots of interesting stuff on hash tables recently and was trying to improve my RDESTL implementation of hash_map.
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I didnt have much time to work on RDESTL recently, but I try to commit some new stuff every now and then (usually bug fixes).
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Just a bunch of useful links/ideas that may help you if you need to make a quick prototype in C++ one day.
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XNA Gamefest 2008 papers are finally online.
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Year 2005, last months of Playstation 2, next-gen consoles are coming.
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NVScene 2008 done.
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Below you can find list of code snippets/small projects presented in the notes of this blog.
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This year our company introduced a nice tradition - lucky folks who went to GDC referred talks they had attended to interested people.
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I always try to take some books with me when flying for vacation, this year I finally managed to read Real-Time Collision Detection.
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Just a few interesting links I’ve found recently: Visual Computing blog - a cooperation between Intel and Gamasutra.
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There’s an interesting entry on Christer’s blog about graphical shader systems.
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If you read comments to my CRC32 article, you’ll notice that the most important thing there is MSVC color scheme appearently.
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For every bigger project, sooner (if you’re wise) or later (if you’re, errr, not that wise) comes a moment when you need to answer yourself one very important question: ‘why the hell is it so friggin’ slow?!?’.