"If a man speaks in the forest and there is no woman around to hear him, is he still wrong?"
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Query Failedsqrt[-1]
Friday, November 6, 2009

Arr so this is why you were asking on the Beyond3D forum for this.

I am eagerly awaiting FrameWork4 as I find your framework interfaces really nice for distilling the raw functionality. (I have a habit of thinking - " but what if I want to..." when I make interfaces)

Rohit
Friday, November 6, 2009

Cool, is this framework4 available somewhere?

Sopyer
Friday, November 6, 2009

Have you tried to do this trick with C++ templates?

template <size_t N>
StringHash(const char (&str)[N])

Does compiler also unroll this? And how do you resolve hash collisions?

castano
Friday, November 6, 2009

Interesting trick. I tried to achieve that in gcc a while ago using pure functions, but they didn't get inlined. Unrolling the loop might to the trick, though.

Rory
Thursday, November 5, 2009

That's pretty cool. I have the same thing in my home engine with setting textures and shader constants by const char* lookup. I was looking for a nice way to get compile-time constants without needing to run a preprocessor over the file, so thanks!

Humus
Wednesday, November 4, 2009

sebh, I've had my dirty fingers all over the engine. I guess the main highlight would be that I wrote most of the DX10 backend. It's not a deferred renderer. Deferred rendering is something that's been on our "to experiment with" list for a long while, but it's not something we did for this game.

kmare, no it's using DirectX, so it's Windows only.

kmare
Wednesday, November 4, 2009

Hello Humus,
is this game gonna be released for linux as well??

tnx

FMoreira
Wednesday, November 4, 2009

Awesome!

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