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        <rdf:li rdf:resource="http://comments.gmane.org/gmane.games.devel.sweng/10898"/>
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    <link>http://gmane.org</link>
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  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/11090">
    <title>On the benefits of reflection</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/11090</link>
    <description>&lt;pre&gt;Hello,
this question spawned from the recent discussion on reflection. I guessed
it was better to open an independent discussion instead of hijacking the
thread.

2013/3/19 Douglas Cox &amp;lt;ziflin&amp;lt; at &amp;gt;gmail.com&amp;gt;


I'd be interested in knowing more about doing the other thing around.
I have a small little language I've been using for a while and I've been
fairly happy with it. So far, the language itself does not have reflective
constructs (nor I plan to add them) but I use reflection internally mainly
to simulate duck typing.
So far, I haven't well understood the benefits of reflection. I had seen
some examples in ObjC but they didn't really appeared to be buying much
from me. I know reflection is there in a Java package, but I couldn't quite
figure out the whole picture.

Could you please elaborate on the benefits of using reflection? Please be
specific on whatever you're talking about reflection from the native core
or reflection from the language.

Thank you
Massimo
_______________________________________________&lt;/pre&gt;</description>
    <dc:creator>Massimo Del Zotto</dc:creator>
    <dc:date>2013-03-19T17:35:06</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/11062">
    <title>Reflection in game engine (c++)</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/11062</link>
    <description>&lt;pre&gt;Hello gents,
   I wanted to experiment with reflection and I found different way to
obtain it:

  1) Invasive macro based registration
  2) Reflection visitor pattern
  3) Parsing pdb/clang stuff and create a manual table of what you want/need
  4) c++ custom parser that uses tags to create reflection informations
(like a comment near a member, ...) (exuberant ctags???)
  5) create serializable/reflected classes in a data format, then run a
tool that generates headers and cpps

I am trying to figure out flaws and merits of each kind, and even if there
are other solutions.
I love the idea to have the possibility to serialize in and out structures,
access fields and change values, stream in/out stuff from network ,and
maybe link with scripting.

My goal is to have fast iteration times, both artists and programmers, and
I achieved it for rendering programmers already with having json binarized
configurable rendering, but still there are code stuff that are not easy to
achieve.

Here are my thoughts, but I would&lt;/pre&gt;</description>
    <dc:creator>Gabriel Sassone</dc:creator>
    <dc:date>2013-03-14T18:09:30</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/11061">
    <title>Ken K</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/11061</link>
    <description>&lt;pre&gt;http://www.physioth.com/ivjhhzl/bbnxdajysuxrt/kyo_______________________________________________
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&lt;/pre&gt;</description>
    <dc:creator>Ken K</dc:creator>
    <dc:date>2013-03-06T01:34:37</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/11051">
    <title>Question about dealing with content creation forlarge worlds</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/11051</link>
    <description>&lt;pre&gt;This is a semi on-top and semi-offtopic question. I can't find much
information on creating pipelines for creating 3D content for large worlds.
I'm finding that artists modelling the "shape" of such words (primitives)
of cities, buildings or even natural places such as canyons or valleys is
doen pretty quickly, they usually do it in a matter of days. Artists
painting texturing and detail to them is also done quickly in nowadays
tools, but the absolute bottleneck is UV mapping.
The guys modeling take a long time uvmapping everything and artists are
often not happy with the resulting UVs. Unwrapping architetural geometry in
most 3D apps produces suboptimal results. There is also the problem of
texture streaming, for which to achieve a good quality, textures should
somehow be split evenly around world areas like quadrants or octants i
think.

I looked into Carmack's megatexturing approach, but it seems too
unnecesarily complex IMO, plus there are no tools available that artists
can use commercially?
So, I'm loo&lt;/pre&gt;</description>
    <dc:creator>Juan Linietsky</dc:creator>
    <dc:date>2012-11-24T20:50:02</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/11045">
    <title>Physics, world representation</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/11045</link>
    <description>&lt;pre&gt;Hello to all contributors.
I need some help in understanding how physics libraries are supposed to be
used. I am referring to Bullet in particular as it appears to have
everything I need with a liberal, cross-platform licensing.
So far I have been experimenting with physics for a few months with mixed
results at best. As I write this, I have just resolved an issue with
player-controlled objects which has been keeping me awake at night for
quite a while so I'm thinking at the next problem I see on the horizon.

Now, in Bullet there are three kinds of objects:

   1. STAtic
   2. DYNamic
   3. KINematic

I think I have finally got a kinematic behaviour that works right for my
game.
The point of this email is the interaction of dynamic objects and a world
built from static objects.
I started modelling my world by procedurally generating a set of hulls, in
most cases, those were boxes. I don't remember the exact numbers but I'd
say my current data set for the world is about 96% boxes (mostly
axis-aligned) and 4%&lt;/pre&gt;</description>
    <dc:creator>Massimo Del Zotto</dc:creator>
    <dc:date>2012-06-11T07:54:32</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/11016">
    <title>The entry competence level for graphics programmers</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/11016</link>
    <description>&lt;pre&gt;Hello ladies and gents,

I graduated 5 years ago with the intention of becoming a game developer, my
career got sidetracked and although this sidetrack led to an ultimately
comfortable existence and a lot of life lessons learned, I'm now at the
point where my career as a Flash / Flex developer is stagnating. It may also
be coming to a forced end as more and more of my employer's clients move
away from Flash each month. I've been keeping up with the times, and doing a
lot of graphics programming on the side using nVidia's CG shader programming
language and OpenGL.

I'm looking for a little insight into what skill level you expect entry
level, and reasonably competent graphics programmers (i.e. qualifying as
something above 'junior' in their job title, even if that's just the
omission of the word) to be at, and the difference between the two. By skill
level, I mean knowledge base, for example implementing certain shader
routines (e.g. normal mapping) and grasp of mathematics. Before I enter the
job search prop&lt;/pre&gt;</description>
    <dc:creator>Tommy Brett</dc:creator>
    <dc:date>2011-09-20T14:32:55</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/11013">
    <title>AUTO: Kieran D'Archambaud is out of the office. (returning 27/06/2011)</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/11013</link>
    <description>&lt;pre&gt;
I am out of the office until 27/06/2011.

I will respond to your message when I return.

For anything that needs urgent attention, please email Karl Chandler or
Wayne Hackney.


Note: This is an automated response to your message  "[Sweng-Gamedev]
Question about large worlds and foating pointprecision." sent on
22/06/2011 04:12:16.

This is the only notification you will receive while this person is away.


**********************************************************************
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*********************************************************************&lt;/pre&gt;</description>
    <dc:creator>Kieran_DArchambaud&lt; at &gt;scee.net</dc:creator>
    <dc:date>2011-06-22T09:01:26</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/11009">
    <title>Question about large worlds and foating pointprecision.</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/11009</link>
    <description>&lt;pre&gt;Here's a doubt i've been having for a while. When developing games based on
large worlds (like Elder Scrolls, GTA, etc), i can imagine that physics and
rendering become more jittery the further away the camera moves from the
origin (due to floating point precision loss). Is this really a problem? If
so, how is this solved? I can imagine that increasing floating point
precision to doubles helps a enormously, but i'm not sure if that's enough
and if it's worth the extra processing/bandwidth cost.
  Transforming the world to local coordinates (so the camera is always at
the origin) also seems to me like a solution, but sounds like a lot more
work and messy code.
So, how is this solved in most cases?

cheers!

Juan
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&lt;/pre&gt;</description>
    <dc:creator>Juan Linietsky</dc:creator>
    <dc:date>2011-06-22T03:12:16</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/11005">
    <title>Creating enclosing convex meshes for AABBcalculation</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/11005</link>
    <description>&lt;pre&gt;
Hello,  I am aspiring game developer. I am using AABB trees for all sorts of stuff in a scene graph. The problem is that we need to quickly calculate a new AABB when an object moves.   Therefore I am working on an algorithm for generating vastly simplified convex meshes for fast(ish) AABB calculation for objects that can have an arbitrary orientation. The basic idea is to sort of fit a geodesic sphere over an object to produce a low-poly convex blob that contains the significant maximum extent information from any arbitrary orientation. The geodesic sphere is just a tool for discovering the maximum extent within a solid angle that radiates outward from an origin from within a mesh model. A geodesic sphere has the property that it is constructed from tetrahedrons. Therefore discovery of the maximum extent within each solid angle can occur with a barycentric coordinate evaluation. I am abusing the term solid angle here to mean the volume within a sphere which is a tetrahedron that has one vertex on the sphere&lt;/pre&gt;</description>
    <dc:creator>BRIAN LIVINGSTON</dc:creator>
    <dc:date>2011-06-07T00:52:29</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/10986">
    <title>Question about development of prototyping tools.</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/10986</link>
    <description>&lt;pre&gt;I'm not sure if this is a common quesiton in the list, but I think tool
programming is a very overlooked issue of software engineering in game
development.
So my question is, since many here have tremendous experience in the game
industry and worked on huge projects, what kind of tools do software
engineers supply to game or level designers so they can, for example,
prototype a game stage before, say, 3D artists start working on a final
version?

In more depth, games like Halo, God of War or Mario Galaxy for example have
really complex scenarios, so complex that a height map or grid map editors
do not suffice for prototyping. I can imagine that before 3D artists can
start working on the final art, a simpler looking prototype must be created.
I also can imagine that creating such prototypes need constant adjusting on
the fly (a cliff may be too high, a room to small to fit the enemies, a
target out of shooting range), so either special tools for editing stages
are created or special plugins for integrating wi&lt;/pre&gt;</description>
    <dc:creator>Juan Linietsky</dc:creator>
    <dc:date>2011-04-20T05:26:25</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/10964">
    <title>Architecting and programming a graphics engine inC++ &amp; OpenGL</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/10964</link>
    <description>&lt;pre&gt;Hi folks,

I've been working as an AS3 programmer / animator for the last 3.5 years,
and have the strongest desire to leave the marketing industry behind and
pursue my original intended career as a games programmer, which I sidelined
due to a very coincidental series of events. To this end, I've been (slowly)
building a graphics engine using C++, OpenGL and nVidia CG which renders
very large chunks of terrain using GPU Clipmaps. The idea is that eventually
it will render planets with atmosphere and real time shadows, or die trying,
and in any case will serve as my main portfolio piece when I eventually
start applying for positions. Because I've been outside of my programming
comfort zone for so long it's been slow going, but now that I've finally got
a firm grasp on shaders and the OpenGL pipeline it's time to look to the
future.

This is where my problem lies; although there are many examples on the 'net
showing me how to animate the most beautiful normal mapped cobbled cube, or
tutorials on specific render&lt;/pre&gt;</description>
    <dc:creator>Tommy Brett</dc:creator>
    <dc:date>2011-03-18T12:52:32</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/10961">
    <title>Grass shadow on consoles</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/10961</link>
    <description>&lt;pre&gt;Hi everybody,
    just curious about the possibility to render the grass shadow in
realtime on consoles.
Are you aware of some game that has this feature?
I was wandering if there is some kind of screenspace possibility to exploit,
or do you have other ideas.


Thanks!
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http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com
&lt;/pre&gt;</description>
    <dc:creator>Gabriel Sassone</dc:creator>
    <dc:date>2011-01-19T14:48:26</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/10955">
    <title>Aggressive tracking in a newtonian simulation</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/10955</link>
    <description>&lt;pre&gt;So I originally posted the following to the bulletphysics.org general 
discussion forum. But perhaps this mailing list is a better venue 
since the subject is related to what I imagine is basic flight sim 
development and steering behavior:





Cheers,
Darren
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&lt;/pre&gt;</description>
    <dc:creator>Darren Grant</dc:creator>
    <dc:date>2010-11-30T09:48:55</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/10950">
    <title>[OT] Statistics forums/lists</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/10950</link>
    <description>&lt;pre&gt;Hi all,
An off topic question, does anyone know of any good web sites/forums 
that deal with statistics? I'm playing around with Computational Fluid 
Dynamics and need to simulate an aerosol of which the droplet sizes 
conform to a log-normal distribution. My stats skills are sadly lacking 
and I need somewhere to ask some questions, questions that are a bit 
more involved that a reading of Wikipedia will answer.

Thanks for any thoughts,

Andrew
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&lt;/pre&gt;</description>
    <dc:creator>Andrew Lowe</dc:creator>
    <dc:date>2010-11-16T13:22:34</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/10906">
    <title>Data oriented programming</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/10906</link>
    <description>&lt;pre&gt;_______________________________________________
Sweng-Gamedev mailing list
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http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com
&lt;/pre&gt;</description>
    <dc:creator>Gabriel Sassone</dc:creator>
    <dc:date>2010-09-29T09:31:49</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/10899">
    <title>Merging Visual Studio Project Files (again)</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/10899</link>
    <description>&lt;pre&gt;We've all been there.  Some of us more than others.  Well, after being stuck trying to resolve a merge with over 9000 conflicts, I finally decided to do something about it.

&amp;lt;ShamelessPlug&amp;gt;
Project: Merge is a tool for comparing and merging XML files.  You can find it and more information at http://www.projectmerge.com
&amp;lt;/ShamelessPlug&amp;gt;

There's quite a bit of documentation missing at the moment, so please don't hesitate to ask if you have any problems.

Umm, that's about it really.  I hope at least some of you find it useful.

James
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&lt;/pre&gt;</description>
    <dc:creator>James Robertson</dc:creator>
    <dc:date>2010-08-11T15:15:55</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/10898">
    <title>very basic question - tessellation and fewer vertices than I started</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/10898</link>
    <description>&lt;pre&gt;Dear All:

My apologies first of all if my post is too simple for this list.

I am working on the Wine project, specifically on implementing D3DX9.

I have done some work for this bug:
http://bugs.winehq.org/show_bug.cgi?id=22918

implementing D3DXCreateSphere, D3DXCreateCylinder, and D3DXCreateBox.
These can be found on my github site:

http://github.com/misha680/wine

Mainly as a motivation to learn more DirectX 9/OpenGL, but also
hopefully to get it into Wine, I have been doing some work on trying to
reproduct D3DXCreateTeapot (exact vertices and indices) using Newell's
original data:
http://www.sjbaker.org/teapot/teaset.tgz

My current approach mostly lies in figuring out the ordering difference
between the two versions (MS and Newell).

I have succeeded in using ID3DXPatchMesh to tesselate the Newell teapot.
Further, I can rotate and scale the MS teapot to match the Newell (I
have attached tester.cpp - the actual program come, compile -
compilation script for Ubuntu 10.04 using mingw32 4.2.1dfsg-1ubuntu&lt;/pre&gt;</description>
    <dc:creator>Misha Koshelev</dc:creator>
    <dc:date>2010-07-24T22:32:21</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/10892">
    <title>State Object / Process Object design</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/10892</link>
    <description>&lt;pre&gt;_______________________________________________
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&lt;/pre&gt;</description>
    <dc:creator>Thatcher Ulrich</dc:creator>
    <dc:date>2010-07-12T04:06:00</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/10875">
    <title>Breaking matchmaking deadlocks</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/10875</link>
    <description>&lt;pre&gt;_______________________________________________
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&lt;/pre&gt;</description>
    <dc:creator>Blair Holloway</dc:creator>
    <dc:date>2010-07-08T02:50:25</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/10867">
    <title>The effect of cache on performance</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/10867</link>
    <description>&lt;pre&gt;I stumbled across this today and found it an interesting read.
&amp;lt;http://queue.acm.org/detail.cfm?id=1814327&amp;gt;

It relates to our "virtual function calls are bad!"[*] discussion
earlier.

[*] they're not really bad, its cache misses that are bad.
&lt;/pre&gt;</description>
    <dc:creator>Richard</dc:creator>
    <dc:date>2010-07-01T05:12:11</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.sweng/10858">
    <title>GameFest 2010 content now live</title>
    <link>http://comments.gmane.org/gmane.games.devel.sweng/10858</link>
    <description>&lt;pre&gt;&amp;lt;http://legalizeadulthood.wordpress.com/2010/06/17/gamefest-2010-content-now-live/&amp;gt;
FYI

&lt;/pre&gt;</description>
    <dc:creator>Richard</dc:creator>
    <dc:date>2010-06-17T17:52:51</dc:date>
  </item>
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