sw-developer, retired demoscener

Joined April 2011
8 Photos and videos
Need pointers: I have a rail-network (graph) and want to route trains through it. They need to take into account direction changes to reach a destination and time based blocked segments(other moving trains). what are search words to find algorithms suitable to such a task?
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one solution could be dijkstra with a dynamic cost function which is calculated based on available "time-slots" so that trains have to wait or if traveling through other segments might be faster go through them. but that sounds computational very expensiv...
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Hey @revivalizer, is your old blog content available anymore anywhere? I've only found two articles on archive.org, but the rest seems to be gone? would be great to be able to read your old articles!

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when I want to teach people basic 2d graphics, should I use framebuffer style drawing (github.com/thedmd/pixeltoast…) or how to simulate 2d graphics in 3d apis (github.com/edubart/sokol_gp)? my impression is that framebuffer style is not used anymore in "normal" enviornments
50% framebuffer-style
50% 2d over modern 3d api
22 votes • Final results
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what I found out during my experiments: even framebuffer today is not framebuffer anymore because you need to know highdpi handling and scaling. not a nice environment for learning and doing easy tests because most likely you have to do your own scaling if needed (320x240 anyone)
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hm. want to debug something with gdb, but when reaching the breakpoint gdb itself crashes :/ back to printf-debugging? lucky me, lldb works!
Questor/Inter retweeted
Time to get our Twitter account into gear again✨ You can now sign up for the GeneRally 2 Newsletter! Also, if you're interested in helping us out by answering surveys, or participating in game testing, you can sign up for that, too! More details here: gene-rally.com/update/2022/0…
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long I've searched an opensource framework like we use internally (and is not oss) and finally found by accident the one from nasa nasa.github.io/fprime/(thks @meshula!).are more c/c fw's available and I don't know them?(actor-design, event-driven-framework, component based).

Questor/Inter retweeted
Cutting out the middle man
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I'm doing one dump thing again and again:taking the address of a stdvector element and wondering that I get strange results when the vector gets resized. Is there an analysis-tool for checking this.Oh.of course a friend is doing the error again and again. and asking for him ;)
I'm really impressed that somebody wrote code like that: github.com/mockingbirdnest/P… and it's all over the place: unicode characters and abstractions.... I would never do it, but I'm really impressed for keeping this codingstyle alive in the project.

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uff,finally setup my arduino project to compile with own buildsystem, results in (nearly empty) project to be compilable from 18s in arduino ide down to 1,1s with "normal" one.and with linktime-optimization and newer compiler(took 2,2s) from 31kb to 27kb.not for the faint-hearted
fascinating: from time to time I read about old demoscene tricks from the 68000 era and I learn something new every time! this time about doing xor-filler with eor.l with plane4 and 1 to process 32 pixels in one command (done by chaos/sanity on the atari st). love such tricks!
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today was looking 2hrs at a really strange compiler error (multiple pages!) in msvc. had a tiny custom struct in a vector and got "missing operator=". only to find out that the struct was never used and could be removed easily. dafu?!
#RaytraceInAWeekend shouldn't I get less noise when using low discrepancy sequences instead of random when doing anti-aliasing? and why dafu I have black pixels even on a single lambertian sphere when using 1 sample per pixel *%&§&* smells like small error (multisample fixed it)
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Questor/Inter retweeted
#RoadtoBallhalla REVIEW! Torched Hill released a fresh take on the century-old-genre with great level design, exciting gameplay and a neat soundtrack. MORE (review link)>> lifeisxbox.eu/2018/08/02/roa…
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Questor/Inter retweeted
6 Jun 2018
Coder’s life.
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using an opengl wrapper which should wrap ogl1.1 and 4 where the emulation-layer for 1.1-features is not working like the original 1.1 impl is like hunting for easter eggs. everywhere surprises and not expected behavior. I should drop the lib,but it's so much easier to prototype!