This post was triggered by a comment by Alex Hunsley on the Multithreaded Game Scripting post. Alex correctly points out that while setting up a “try” for an exception costs nothing, raing an exception does! The question however is whether using exceptions is a speed overkill in the altar of code readability
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The plague of PBuffer is lifted
I finally got the time to remove the PBuffer support from Sylphis! Since I simply hate BPuffer, I’ve been planning this for some time now, but I never got the courage to go through it since I don’t have much time lately.
Read MoreGCC vs MSVC the Rematch
If you remember from the GCC vs MSVC post, I had a problem with templates and GCC. I looked further in to the problem and I found this on some GCC release notes :
Read MoreELKS : Baby Linux refusing to grow up
Recently there was a spike in the ELKS mailing list. For those that don’t know what ELKS is, let me tell you that is is basically Linux-86; the port of Linux for the 8086 and 80286 processors. An email with subject “HELP WANTED” caused a thread of responses. The mail came from Miguel Bolanos with […]
Read MoreGCC vs MSVC
The nightmare never ends… in the beginning writing C++ for the GCC was better than MSVC. The template support was much better. To be exact the C++ compiler of Visual Studio 6 had
Read MoreWe were slashdoted baby!!!
Woke up this Sunday morning to find out that the post I wrote some time ago about game scripting with stackless python was boldly enjoying a place at Slashdot‘s main page!
Read MoreOpenGL ranting…
As I said before on an other post, I’m a big bug stumbler. I’m attracted by them. So you can imagine what was my experience with beta OpenGL drivers. Hell. Things working on my machine, not working on others, things not working at all, blue screens,
Read MoreC++ STL and the Lack of Update in Heap Implementation
A friend asked me some time ago if the implementation of the heap data structure in the STL has update functions. He couldn’t find any documentation about an update_heap() function. He was as sure as I was (some time ago) that
Read MoreGame Engine Network Architecture
Lately I’m thinking a lot of implementing the networking part of Sylphis3D. I must say it can be a brain melting procedure. There are so many things to take into account, that you can easily find yourself in deadend paths.
Read MoreQuake III Engine Source Released
id did it! The source to the famous Quake III engine is out. The ftp site at id software is full of downloaders… get it while its hot!
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