"That man is richest whose pleasures are cheapest."
- Henry David Thoreau
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Query FailedKayru
Friday, November 6, 2009

to Sopyer:
Visual C++ 2005 expands template version only if string is shorter than certain length:
http://www.everfall.com/paste/id.php?3ebi39jmnir0

MaciejS
Friday, November 6, 2009

GCC is actually even smarter: http://www.gamedev.net/community/forums/topic.asp?topic_id=550505

sqrt[-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.

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