Search found 6110 matches

by Falco Girgis
Thu Jan 17, 2013 10:39 am
Forum: Programming Discussion
Topic: Dreamcast - Kos Makefiles
Replies: 9
Views: 5450

Re: Dreamcast - Kos Makefiles

You can always find BBAs. I have never not been able to find one... It's just a matter of finding one for a price you are willing to pay.

But as Tvspels said, if you are serious about Dreamcast development, it is THE development method.
by Falco Girgis
Tue Jan 15, 2013 8:48 pm
Forum: Programming Discussion
Topic: Dreamcast - Kos Makefiles
Replies: 9
Views: 5450

Re: Dreamcast - Kos Makefiles

Ok, im having a problem with the damm emulator,i have both the .elf and .bin, but to test them on to the emulator i neeed a .cdi file, i tries using binToCdi but its for 32 bit win, i tried on a virtual machine but it didnt worked! there is a guy that created a batch that conveerts from .elf to .cd...
by Falco Girgis
Tue Jan 15, 2013 12:38 pm
Forum: Programming Discussion
Topic: Dreamcast - Kos Makefiles
Replies: 9
Views: 5450

Re: Dreamcast - Kos Makefiles

Welcome to the wonderful world of Dreamcast development, friend!

You haven't really given any specific details that allow us to help you, though.

If I were you, I would find the SDL example in kos or kos-ports. Look at its makefile and simple substitute your .o files in its "OBJS=" list.
by Falco Girgis
Tue Jan 15, 2013 9:56 am
Forum: Programming Discussion
Topic: C vs C++ style of interface for hardware abstraction layer
Replies: 17
Views: 10423

Re: C vs C++ style of interface for hardware abstraction lay

If I were you, I would not worry about performance, just get it working, and then later you can optimize if you need to. You should not premature optimize, optimize when you have working code that you think could be faster. Do note that this doesn't mean write dumb code. Read this: http://prog21.da...
by Falco Girgis
Tue Jan 15, 2013 2:16 am
Forum: Programming Discussion
Topic: C vs C++ style of interface for hardware abstraction layer
Replies: 17
Views: 10423

Re: C vs C++ style of interface for hardware abstraction lay

When writing the vector library for the engine I came across this article that shows when writing a SIMD optimized vector library you can gain a 62.74ms per tick speed increase (Microsoft compiler, the one I'm using) on a cloth simulation just by giving the library a C style interface instead of en...
by Falco Girgis
Tue Jan 15, 2013 1:41 am
Forum: Programming Discussion
Topic: C vs C++ style of interface for hardware abstraction layer
Replies: 17
Views: 10423

Re: C vs C++ style of interface for hardware abstraction lay

Well I see the point and I always advocate learning from the ground up. I think the analytic approach imparts a knowledge necessary to build the technology of 5 years from now, not the technology of a few years ago to now. On some systems, this is pretty crucial. On the PS2 this was exceptionally e...
by Falco Girgis
Mon Jan 14, 2013 4:31 pm
Forum: General Gaming
Topic: Post every time you beat a game.
Replies: 629
Views: 887516

Re: Post every time you beat a game.

Super Mario Bros. (NES) As I'm practicing to speed run this game, I beat it about 10 times a day (and that's with a lot or resets) A little over 6 minutes on average, as I don't do many risky tricks yet Playing on an actual NES or emulator? I play on both, but mostly I play on an emulator so I can ...
by Falco Girgis
Thu Jan 10, 2013 3:09 pm
Forum: Programming Discussion
Topic: The Unreasonable Effectiveness of C
Replies: 2
Views: 2086

Re: The Unreasonable Effectiveness of C

M_D_K wrote:Here's an article I found via /r/programming. Well worth the read.

Article
Beautiful. Absolutely beautiful. :cry:
by Falco Girgis
Thu Jan 10, 2013 9:10 am
Forum: Game Development
Topic: Rendering using your architecture?
Replies: 9
Views: 6126

Re: Rendering using your architecture?

[..] although I scrapped the whole project to start over again. Another bad habit, I suppose. Not really... Sure, from an outside "why isn't your project done yet, I know nothing about coding" perspective it is, but they aren't the people you're trying to impress. If you never took a step...
by Falco Girgis
Mon Jan 07, 2013 10:39 am
Forum: General Gaming
Topic: Post every time you beat a game.
Replies: 629
Views: 887516

Re: Post every time you beat a game.

Beat Megaman 2 on the NES with Tvspelsfreak yesterday.
by Falco Girgis
Sun Jan 06, 2013 6:02 pm
Forum: Game Development
Topic: Rendering using your architecture?
Replies: 9
Views: 6126

Re: Rendering using your architecture?

Mother of god, these are very broad, open-ended questions... But I'm feeling particularly warm and fuzzy right now after a good several mile run and a Lortab 7.5, so I will indulge your curiosity, my friend. Looking at the screenshots on the blog posts and reading the articles allowed me to understa...
by Falco Girgis
Fri Jan 04, 2013 11:27 am
Forum: General/Off-Topic
Topic: Excellent Low Level Git Talk
Replies: 10
Views: 5725

Re: Excellent Low Level Git Talk

I need to find the time to watch this... I use GIT like a moron, honestly. I know commit, push, and pull.

Every once and again, I get really adventurous and branch the bitch. :)
by Falco Girgis
Fri Jan 04, 2013 10:13 am
Forum: Programming Discussion
Topic: How do you name your classes and structure your project
Replies: 13
Views: 5835

Re: How do you name your classes and structure your project

Ok, so it's better to have naked code than. I can live with that, since it really gives me readability. That's not quite what we said. If you are writing a library, use one layer of namespacing as the library name. If you are writing an application/client code of the library that is not intended to...
by Falco Girgis
Thu Jan 03, 2013 2:19 pm
Forum: Programming Discussion
Topic: How do you name your classes and structure your project
Replies: 13
Views: 5835

Re: How do you name your classes and structure your project

TheBuzzSaw wrote:I opened up a bit to nested namespaces in Java/C# since you can declare them easily. However, in C++, I definitely maintain a one namespace limit. Even then, you only really need namespaces for libraries. Your final "client code" can be naked.
Completely agreed.
by Falco Girgis
Wed Jan 02, 2013 4:35 pm
Forum: Game Development
Topic: Shadows of Power - 2d RPG made in SDL & C++
Replies: 16
Views: 13576

Re: Shadows of Power - 2d RPG made in SDL & C++

I would imagine that should probably be pretty fast. Do they not also have a way to scale it?