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I must admit I am not as die hard fan of ProDG debugger as some other coders out there, perhaps I’ve not been using it long enough.
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Recently I’ve been experimenting with the Go programming language a little bit.
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When experimenting with some of the more esoteric features of modern CPUs it’s sometimes not immediately obvious if we’re actually taking advantage of them.
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Just a quick follow-up to my previous note.
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I know I claimed I would not write about Second Reality here, mostly because everyone knows it, but it’s a special day today… It’s been exactly 20 years since Second Reality has been shown for the first time, at Assembly 1993.
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I know I’ve been bitching about load-hit-store (too) many times before, but it’s been one of the most annoying things we had to deal with at the previous generation consoles.
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If you’ve been coding for current (prev?)
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With the unveiling of next gen console specifications it’s clear that multi-threaded code is here to stay (I don’t think anyone expected otherwise).
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It’s been a long time coming, but I finally found time to update MemTracer C# to support 64-bit applications (so 64-bit memory pointers + callstack addresses).
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Spent a little bit time tweaking RDE vector class again.
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Working in a game industry for more than few years tends to desensitize one to all the news about mass layoffs & companies going bust.
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This week I had one of the most interesting debugging sessions in a while.
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Recently I had to write a tiny MSVC plugin to help visualizing one of our structures.
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Today I was contacted by Syama Pedersen and asked about participation in an indie game project called Junkers.
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Recently, I spent some time debugging all kinds of crazy, once-in-a-blue-moon type of bugs, usually MP related and often happening in final/release builds only.
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I’ve been optimizing RDE’s vector class a little bit recently.
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Pointers to member functions is one of those aspects of C++ that I use every 2 years or so.
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Had an interesting little debugging adventure recently.
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I’ve not been reading too many C++ books recently, but I have a foggy memory of a recommendation they include: do not pass arguments by value, unless it is a built-in type.
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Recently I got fed up with manually attaching to game process every time.
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I can’t remember the exact date, but I know it was early May or the end of April, 2002.
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My recent article turned out to be quite popular, however it seems that people focus on the problem of undefined behavior rather than optimization itself.
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Programming games is an uphill battle.
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One of the most popular questions that fresh C++ programmers ask is about differences between pointers and references and which one to use.
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Usually, around this time, I publish my collection of links to GDC presentations.
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Few days ago, we released Darkness 2, the game I’ve been working on for the past 18 months.
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Hopefully, your engine includes a crash handler.
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The broken windows theory is a criminological theory first introduced in 1982 article by James Q.
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Two trailers released recently.
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As you can probably tell from this blog, I spent fair chunk of my time optimizing code/thinking about optimizations.
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As you are probably aware, game developers have mixed feelings about STL.
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My buddies at Flying Wild Hog have announced their first project recently.
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Trees are one of the most popular structures in game development.
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Consider the following piece of code: void FindFrames(const S* seq, float d, UINT& outFrameA) { const UINT n= static_cast<UINT>(seq->fd.size()); outFrameA = 0; while(outFrameA + 1 < n && seq->fd[outFrameA + 1] < d) { ++outFrameA; } } Looks innocent, right?
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Camorra was a Polish demoscene group.
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Normally, I try to avoid C++ bashing, so trendy nowadays.
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Imagine a situation where you’re debugging some problem and need to set a breakpoint in function that’s called very often from many points in your application (like operator[] in your array class for example).
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This recent tweet: "SomeEnum blah : 8;" Added new enum elements so max value is now >127.
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Remember Cruncher#?
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Not sure if it has much sense in the era of Twitter (everyone who’s interested can easily find links there), but let’s try.
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As promised, today a little bit about mysterious ‘vector constructor iterator’.
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Recently, I’ve been looking a little bit what’s taking space in our executables and found an interesting ‘feature’ of MSVC.
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As you might know, our CEO is the author of the classic Epic Pinball (coded 100% in assembler, obviously :).
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Been working on some wrappers over data containers allowing to move code to SPU easier recently and found myself in need of a compile-time log2 (for shifts, so integers only).
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About a year ago I published a few articles on my experiments with C++ reflection system.
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One of my Christmas presents (that I bought myself) was WD TV Live Plus media streamer.
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Wouldn’t it be nice to get all four of those with some container type?
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On Thursday/Friday we had DIG conference here in London.
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(I’m seriously running out of subtitle ideas).
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I encountered an interesting problem today.