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From: Ivan-Assen I. <as...@ha...> - 2002-04-18 14:22:19
|
Hello, Just when we thought we have smoothed out all issues with our networking code, we encountered the reality of broadband. We had tested with dialups from various providers and everything was fine, but we have several betatesters which are on ADSL. The most peculiar thing is that the pre-game lobby and the in-game networking use the same Winsock2 calls (we use our own networking layer, on top of UDP), exactly the same ports, and still the lobby networking works through ADSL, while in-game no packets are received. The game, Celtic Kings, is a RTS with the traditional peer-to-peer lockstep network model. It works beautifully over thin pipes and with huge lags... What kind of firewalling/NAT/proxies are typical with ADSL providers? ADSL is not offered in our corner of Europe and thus it caught us entirely by surprise. Has anyone had such experience? Can you give us some advice (other than "heh, shoulda have used DirectPlay, ya losers") regards, Assen |
From: Jacob T. (C. D. Ltd) <Ja...@Co...> - 2002-04-18 10:55:34
|
Cheers for the suggestions not wanting to get into WIN32 API mess just chose to do it the simple way using .h, .cpp file. -----Original Message----- From: Gareth Lewin [mailto:GL...@cl...] Sent: 18 April 2002 11:42 To: Jacob Turner (Core Design Ltd); gam...@li... Subject: RE: [GD-Windows] Linking data files in with executables Why not just use a resource ? Much the same as DLLs work. You create a .rc file, reference the data file there, you can have BLOBs and you can get a pointer to the resource. Look at LoadResource(). -----Original Message----- From: Jacob Turner (Core Design Ltd) [mailto:Ja...@Co...] Sent: 18 April 2002 09:25 To: gam...@li... Subject: [GD-Windows] Linking data files in with executables Is there anyway in MSDEV to link an external binary datafile to an executable. So the data is part of the executable and can be referenced by a global variable. Our only solution at the moment is to export the datafile as a .h,.cpp file and include them in the project. I know how to do such things on the PS2 but not using MSDEV on the PC. Cheers Jake _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=555 _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=555 |
From: Gareth L. <GL...@cl...> - 2002-04-18 10:42:57
|
Why not just use a resource ? Much the same as DLLs work. You create a .rc file, reference the data file there, you can have BLOBs and you can get a pointer to the resource. Look at LoadResource(). -----Original Message----- From: Jacob Turner (Core Design Ltd) [mailto:Ja...@Co...] Sent: 18 April 2002 09:25 To: gam...@li... Subject: [GD-Windows] Linking data files in with executables Is there anyway in MSDEV to link an external binary datafile to an executable. So the data is part of the executable and can be referenced by a global variable. Our only solution at the moment is to export the datafile as a .h,.cpp file and include them in the project. I know how to do such things on the PS2 but not using MSDEV on the PC. Cheers Jake _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=555 |
From: Jacob T. (C. D. Ltd) <Ja...@Co...> - 2002-04-18 08:45:46
|
Is there anyway in MSDEV to link an external binary datafile to an executable. So the data is part of the executable and can be referenced by a global variable. Our only solution at the moment is to export the datafile as a .h,.cpp file and include them in the project. I know how to do such things on the PS2 but not using MSDEV on the PC. Cheers Jake |
From: Rich <leg...@xm...> - 2002-04-09 20:11:44
|
In article <002301c1e001$2b4250c0$3698b2c1@hsmt>, "Ivan-Assen Ivanov" <as...@ha...> writes: > There are however installers that do run DirectX setup themselves. In that case, I bet its the very first thing that they do before their install even starts. Then after the reboot, they start their install. It looks like its all one install, but its really just sequencing the DX stuff before the application proper gets installed. However, be aware that many users are irritated by games that update their system components without their express permission :) -- Ask me about my upcoming book on Direct3D from Addison-Wesley! Direct3D Book <http://www.xmission.com/~legalize/book/> izfree: Open source tools for Windows Installer <http://izfree.sourceforge.net> |
From: Ivan-Assen I. <as...@ha...> - 2002-04-09 19:59:35
|
> For my book, I have the same problem. I have a small autorun > application that queries the system for the versions of necessary > system components (DirectX and Windows Installer) and then launches an > HTML application that will provide a GUI for launching the > installation of the necessary system components and my book code. > The book code install is not enabled until the necessary system > components have been installed. Thanks for the idea. Come to think of it, I've seen games that do this. There are however installers that do run DirectX setup themselves. |
From: Brian S. <bs...@mi...> - 2002-04-09 19:59:20
|
Look at the DirectX mailing list archives and search for "InstallShield": http://discuss.microsoft.com/archives/DIRECTXDEV.html Lots of stuff pops up. The common thread seems to be that you have to load up dsetup.dll and run the DirectXSetup function, which will tell you if you need to reboot at the end. --brian > -----Original Message----- > From: Ivan-Assen Ivanov [mailto:as...@ha...] > Sent: Tuesday, April 09, 2002 12:17 PM > To: GDWindows > Subject: [GD-Windows] DirectX redistributable setup >=20 > Hello, >=20 > Does anyone have any idea how to run the directx redistributable installer > from within InstallShield? > The problem is that sometimes it needs to reboot the machine, and I can't > find documented command-line options to suppress this - I > don't believe InstallShield will be happy if the machine is rebooted > amidst installation. >=20 > regards, > Assen >=20 >=20 > _______________________________________________________________ >=20 > Sponsored by: > Looking for hip toys and fun scwag. There is no better place > then the good friends at ThinkGeek. http://www.ThinkGeek.com/ > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D555 |
From: Rich <leg...@xm...> - 2002-04-09 19:45:37
|
In article <000701c1dffb$1dd1d240$3698b2c1@hsmt>, "Ivan-Assen Ivanov" <as...@ha...> writes: > The problem is that sometimes it needs to reboot the machine, and I > can't find documented command-line options to suppress this - I don't believe you can suppress it; it needs to replace files that are possibly in use by the system and a reboot is needed to complete the replacement. > I don't believe InstallShield will be happy if the machine is rebooted > amidst installation. I agree; for system components like this I recommend that you provide a launch program (usually your autorun program) that sequences the necessary system updates before launching your installation. That way all the reboots are over with and the system is up-to-date as far as your required system components before your install ever starts. For my book, I have the same problem. I have a small autorun application that queries the system for the versions of necessary system components (DirectX and Windows Installer) and then launches an HTML application that will provide a GUI for launching the installation of the necessary system components and my book code. The book code install is not enabled until the necessary system components have been installed. Its not completely finished yet, but I'm happy to share the code as I'd planned on including it with the CD anyway. -- Ask me about my upcoming book on Direct3D from Addison-Wesley! Direct3D Book <http://www.xmission.com/~legalize/book/> izfree: Open source tools for Windows Installer <http://izfree.sourceforge.net> |
From: Ivan-Assen I. <as...@ha...> - 2002-04-09 19:16:17
|
Hello, Does anyone have any idea how to run the directx redistributable installer from within InstallShield? The problem is that sometimes it needs to reboot the machine, and I can't find documented command-line options to suppress this - I don't believe InstallShield will be happy if the machine is rebooted amidst installation. regards, Assen |
From: Brian H. <bri...@py...> - 2002-04-03 17:06:37
|
Just as an update, it turned out to be a thread priority problem, not a granularity or performance problem. By bumping up the audio thread to HIGHEST or TIME_CRITICAL, all the stuttering went away. Brian |
From: Brian H. <bri...@py...> - 2002-04-03 00:26:14
|
> A WFSO for 60ms > should be just fine (even without increasing the timer > frequency) - if this thread does very little work (like > trigger a blocking file read) and it does not have critical > sections around things that will cause other threads to stall > it should run just fine. I'm using critical sections to guard access to shared data (e.g. the input audio stream), but other than that, it's pretty vanilla. The gist of the overall mixing loop is pretty simple, basically it just sleeps via WFSO and then wakes up to fill a buffer occasionally. I have some debug code that prints out the amount of time elapsed since it woke up, and this seems to be the source of my chokage. Specifically, with a 100ms buffer I ask for delays of 25ms. @ 22KHz/16-bit, this means that every time I wake up I should have approximately 2205 bytes to write to the buffer. During steady state I get a measured delay of ~2750 bytes. Not a big deal, just a couple more ms, and not enough to cause an underflow. However, when playing my "splash" sound at startup (which overlaps some file IO), I get huge spikes in this delay, on the order of > 8000 bytes, which corresponds to much larger delays in the WFSO. So something is funky is happening as a result of the file i/o, but the critical sections I'm using aren't wrapping around anything that would cause heinous blockage (at least, that I can see). So I'm not sure what else might be happening here. One the file loading is over, everything settles down and it gets all happy and fine again. If I remove my SetProcessAffinityMask call so that both processors can be used, the weird delays disappear. -Hook |
From: Andy G. <an...@mi...> - 2002-04-02 17:57:08
|
WFSO and Sleep() both have the same granularity - it's based on the current hardware timer interrupt rate. This varies depending upon the OS, number of CPU's and if you have foreground task priority enabled in server OS's. This varies from 1, 10 or 15ms. You can use timeBeginPeriod(1) to set the hardware timer at 1ms, but I would advise against it. Interrupts are slow, dealing with them is slow, and they really mess with laptops ability to go to sleep or reduce power when ever they can. Thread priorities can also really start to mess things up, and so can having threads that hog the cpu and never call any OS blocking APIs or Sleep(0)'s. Because threading and scheduling has altered over the years its best not to try and hard code some system that only just works, its way better off making sure you don't need the sorts of resolutions that may cause problems. A WFSO for 60ms should be just fine (even without increasing the timer frequency) - if this thread does very little work (like trigger a blocking file read) and it does not have critical sections around things that will cause other threads to stall it should run just fine. I see a lot of problems in architecture like this caused by people putting critical sections around code that contains OS blocking API's like file reads - this often causes other threads that use the same critical section to now also be stalled for the length of the disk read. Try putting some timer code around bits of your program and see where you are being blocked or stalled when the clicks occur. Andy. -----Original Message----- From: Jon Watte [mailto:hp...@mi...]=20 Sent: Tuesday, April 02, 2002 8:54 AM To: Brian Hook; gam...@li... Subject: RE: [GD-Windows] WaitForSingleObject sleep granularity You didn't say what OS (98/NT/XP/...). I've found the Windows scheduler to be very jittery with a minimum useable resolution of 10 milliseconds or so for a highest-priority thread. However, even so you may suddenly get 100 millisecond drop-outs. These numbers are a bit better on NT based kernels, as their device drivers are somewhat more well behaved. There's also the problem that many consumer audio cards just don't want to deal with audio buffers smaller than 20 milliseconds, so any attempt to go lower than that will fail, and even higher "target latencies" may suffer from being quantized to whatever buffer size the card uses internally (yes, there are lots of cards that use a fixed size granularity!) Your best bet is to write a program which times the MAXIMUM difference between when you want to wake up and when you actually wake up, and run it while you do other things on the machine (FTP, surf the web, WinAmp, play Quake, whatever) and see what comes out. Plot this maximum number over a minute of activity against the different thread priorities and different Windows OS-es and different sound cards to give you enough data to make a good decision. Cheers, / h+ > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Brian Hook > Sent: Monday, April 01, 2002 4:56 PM > To: gam...@li... > Subject: [GD-Windows] WaitForSingleObject sleep granularity > > > Any ideas what the sleep granularity on WFSO is? Whilst working on my > audio mixer I've found that I'm running into some clicking/popping which > _might_ be related to the WFSO that I do in between buffer fill-ups. > With a 250ms buffer I tend to WFSO for about 60ms...any chance that the > WFSO gets exploded into something horrendously huge? > > Thanks, > > Brian > > > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D555 > _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D555 |
From: Jon W. <hp...@mi...> - 2002-04-02 16:53:56
|
You didn't say what OS (98/NT/XP/...). I've found the Windows scheduler to be very jittery with a minimum useable resolution of 10 milliseconds or so for a highest-priority thread. However, even so you may suddenly get 100 millisecond drop-outs. These numbers are a bit better on NT based kernels, as their device drivers are somewhat more well behaved. There's also the problem that many consumer audio cards just don't want to deal with audio buffers smaller than 20 milliseconds, so any attempt to go lower than that will fail, and even higher "target latencies" may suffer from being quantized to whatever buffer size the card uses internally (yes, there are lots of cards that use a fixed size granularity!) Your best bet is to write a program which times the MAXIMUM difference between when you want to wake up and when you actually wake up, and run it while you do other things on the machine (FTP, surf the web, WinAmp, play Quake, whatever) and see what comes out. Plot this maximum number over a minute of activity against the different thread priorities and different Windows OS-es and different sound cards to give you enough data to make a good decision. Cheers, / h+ > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Brian Hook > Sent: Monday, April 01, 2002 4:56 PM > To: gam...@li... > Subject: [GD-Windows] WaitForSingleObject sleep granularity > > > Any ideas what the sleep granularity on WFSO is? Whilst working on my > audio mixer I've found that I'm running into some clicking/popping which > _might_ be related to the WFSO that I do in between buffer fill-ups. > With a 250ms buffer I tend to WFSO for about 60ms...any chance that the > WFSO gets exploded into something horrendously huge? > > Thanks, > > Brian > > > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > |
From: Brian H. <bri...@py...> - 2002-04-02 00:56:00
|
Any ideas what the sleep granularity on WFSO is? Whilst working on my audio mixer I've found that I'm running into some clicking/popping which _might_ be related to the WFSO that I do in between buffer fill-ups. With a 250ms buffer I tend to WFSO for about 60ms...any chance that the WFSO gets exploded into something horrendously huge? Thanks, Brian |
From: Ivan-Assen I. <as...@ha...> - 2002-03-27 12:02:25
|
Hello, Can you point me to good, readable sans-serif TrueType fonts which contain the entire Unicode set (or at least the CJK characters)? What do you use in CJK versions of your products? We tried several, including those that are supplied with Windows, but they are plain ugly rasterized at game-friendly low point size. Well, maybe a complex hieroglyph with 30+ strokes just can't look well rasterized in a 30-pixel-tall cell even with antialiasing, but on those international fonts even the Western characters are ugly. No comparison with the elegance of Tahoma or Verdana. regards, Assen |
From: Lionel F. <li...@mi...> - 2002-03-13 12:35:42
|
AppVerifier but I don't think it works on Win2k... LiF ----- Original Message ----- From: "Timur Davidenko" <ti...@cr...> To: "GDWindows" <gam...@li...> Sent: Wednesday, March 13, 2002 10:45 AM Subject: RE: [GD-Windows] how to limit memory available to application There is a new tool on windows XP think works also on w2000, dont recall exact name something like Application test or alike... look at msdn site you`ll sure find it. -----Original Message----- From: Ivan-Assen Ivanov [mailto:as...@ha...] Sent: Wednesday, March 13, 2002 10:23 AM To: GDWindows Subject: [GD-Windows] how to limit memory available to application Hello, I need to test how my application behaves in tight memory conditions. There used to be a tool called Stress in the old versions of Visual Studio, but now I can't seem to find it. Can you suggest anything other than actually running on a PC with little RAM? regards, Assen _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=555 _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU5 |
From: Timur D. <ti...@cr...> - 2002-03-13 09:45:58
|
There is a new tool on windows XP think works also on w2000, dont recall = exact name something like Application test or alike... look at msdn site you`ll sure find it. -----Original Message----- From: Ivan-Assen Ivanov [mailto:as...@ha...] Sent: Wednesday, March 13, 2002 10:23 AM To: GDWindows Subject: [GD-Windows] how to limit memory available to application Hello, I need to test how my application behaves in tight memory conditions. There used to be a tool called Stress in the old versions of Visual = Studio, but now I can't seem to find it. Can you suggest anything other than actually running on a PC with little = RAM? regards, Assen _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D555 |
From: Ivan-Assen I. <as...@ha...> - 2002-03-13 09:25:04
|
Hello, I need to test how my application behaves in tight memory conditions. There used to be a tool called Stress in the old versions of Visual Studio, but now I can't seem to find it. Can you suggest anything other than actually running on a PC with little RAM? regards, Assen |
From: Dave S. <dav...@sd...> - 2002-03-06 21:16:39
|
Problem: I'm using C++ OLE Automation to send data to a MS Excel Spreadsheet. I'm trying to call Invoke on an IDispatch and I keep getting an unknown exception. The objects come from the excel8.olb type library. Does anybody here know of links, newsgroups, or places to ask such questions? Details: The interface I'm trying to call in Excel is on the IValidation, Add method. The .olb defines it as such: [id(0x0000000b5), ....] void Add( [in] XlDVType Type, [in, optional] VARIANT AlertStyle, [in, optional] VARIANT Operator, [in, optional] VARIANT Formula1, [in, optional] VARIANT Formula2); For my example, only the Type, AlertStyle, and Formula1 are necessary. The others are not used. My c++ code is as follows: const wchar_t *stupidstr = L"this,is,a,retarded,interface"; hr = pValidation->GetIDsOfNames( IID_NULL, &szAdd, 1, LOCALE_USER_DEFAULT, &dispID ); if ( SUCCEEDED(hr) ) { VARIANTARG vargs[5]; DISPPARAMS dp = { 0, 0, 0, 0 }; VariantInit( &vargs[4] ); const int xlValidateList = 3; // from the OLE type lib excel8.olb vargs[4].vt = VT_I4; vargs[4].lVal = xlValidateList; VariantInit( &vargs[3] ); const int xlValidAlertStop = 1; vargs[3].vt = VT_I4; vargs[3].lVal = xlValidAlertStop; VariantInit( &vargs[2] ); vargs[2].vt = VT_ERROR; vargs[2].scode = DISP_E_PARAMNOTFOUND; VariantInit( &vargs[1] ); vargs[1].vt = VT_BSTR; vargs[1].bstrVal = ::SysAllocString( stupidstr ); VariantInit( &vargs[0] ); vargs[0].vt = VT_ERROR; vargs[0].scode = DISP_E_PARAMNOTFOUND; dp.rgvarg = vargs; dp.cArgs = 5; dp.cNamedArgs = 0; VARIANT vret; VariantInit( &vret ); EXCEPINFO excepInfo; unsigned int index; hr = pValidation->Invoke( dispID, IID_NULL, LOCALE_SYSTEM_DEFAULT, DISPATCH_METHOD, &dp, &vret, &excepInfo, &index ); .... The Invoke is giving me an exception, and the exception is "Exception occured" :-{ The dispID is correct(it's the Add 0x00b5(181)). I've tried many combinations to no success. (I tried reversing the parameters like above. I've tried ignoring the last(first!? :-/) argument since it's not needed in this example.) Thanks, -DaveS ps. Don't tell me to import. pps. Don't tell me to use the OLEDispatchDriver(though it works in this case.) |
From: Jon W. <hp...@mi...> - 2002-03-05 02:43:39
|
I do something like this in my assert-like code, just to avoid the problems with windows contexts and threads and message handlers. #define ENSURE(x) ((x) || *(volatile char *)0) Cheers, / h+ > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Brian Hook > Sent: Monday, March 04, 2002 1:13 PM > To: gam...@li... > Subject: RE: [GD-Windows] Beep error on exit > > > I figured out what was causing the beep, sort of. It was, in fact, > because of static object destructors. Specifically, it was some debug > code that basically did this: > > Sprite::~Sprite() > { > VERIFY( m_pData == 0 ); //make sure we've freed up our memory > } > > The VERIFY was failing (because the memory wasn't freed up), but instead > of throwing up a messagebox like it should have, it just beeped and > died. I had to walk the exit handler chain and step through the > disassembly to find this -- for some reason setting breakpoints in the > destructors wasn't working. > > Brian > > > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > |
From: Brian H. <bri...@py...> - 2002-03-04 21:13:09
|
I figured out what was causing the beep, sort of. It was, in fact, because of static object destructors. Specifically, it was some debug code that basically did this: Sprite::~Sprite() { VERIFY( m_pData == 0 ); //make sure we've freed up our memory } The VERIFY was failing (because the memory wasn't freed up), but instead of throwing up a messagebox like it should have, it just beeped and died. I had to walk the exit handler chain and step through the disassembly to find this -- for some reason setting breakpoints in the destructors wasn't working. Brian |
From: Brian H. <bri...@py...> - 2002-03-04 19:39:46
|
I'm going nuts looking for a decent file and folder merge utility. Basically I want something just like File Merge on NextStep/OS X, however FM on OS X doesn't understand that Mac, Unix and Windows line-breaks are different, so it's useless when trying to view differences between files that have been editing on different systems. I'd rather avoid pre-processing everything into a canonical format (just one more thing to forget when merging). I'm trying to use Araxis Merge right now (looking at the evaluation copy), but so far I'm not that impressed. The UI feels pretty clunky, and I don't like the fact that you can't (AFAIK) specify a "merged output" directory. Intsead, you're editing either left or right files directly. On top of that, the key controls are clunky, and it's just not very good at seeing diffs. Brian |
From: Andy G. <an...@mi...> - 2002-03-04 19:37:24
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Try _asm fmul st,st(1) - should work just fine. Andy Glaister -----Original Message----- From: Grisha Spivak [mailto:_g...@tu...]=20 Sent: Monday, March 04, 2002 10:43 AM To: Gam...@li... Subject: [GD-Windows] FPU registers in __asm blocks Why I can't use FPU registers in __asm blocks in Visual C++ (v6.0+SP5)? When I write something like: void AxisAngle2quat( quat dest, const vect3 axis, const float angle ) { static float real05 =3D 0.5f; float sine, cosine; __asm fld dword ptr angle __asm fmul dword ptr real05 __asm fsincos __asm fstp dword ptr cosine __asm fstp dword ptr sine dest[X] =3D axis[X]*sine; dest[Y] =3D axis[Y]*sine; dest[Z] =3D axis[Z]*sine; dest[W] =3D cosine; } all works fine, but if I try void AxisAngle2quat( quat dest, const vect3 axis, const float angle ) { static float real05 =3D 0.5f; __asm { fld dword ptr angle fmul dword ptr real05 fsincos mov ecx, dword ptr axis mov edx, dword ptr dest fstp dword ptr [edx+12] fld dword ptr [ecx] fmul st(1) fstp dword ptr [edx] fld dword ptr [ecx+4] fmul st(1) fstp dword ptr [edx+4] fld dword ptr [ecx+8] fmul st(1) fstp dword ptr [edx+8] } } I will get 'error C2415: improper operand type' on every 'fmul st(1)'. _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D555 |
From: Pierre T. <p.t...@wa...> - 2002-03-04 19:31:40
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> I will get 'error C2415: improper operand type' on every > 'fmul st(1)'. IIRC you have to explicitely write "fmul st,st(1)" each time. IIRC it was extremely boring when the code was coming from Tasm... Maybe there's another easier solution I'm not aware of, anyway. Pierre |
From: David H. <da...@em...> - 2002-03-04 19:06:01
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Jon and Kent thanks, I'll take what you both say about maintaining parallel component based systems on board. But it seems to me that once you go the step of deciding you need to compile to a big flat file for production data you might just as well design around this big file in the first place and also design all the associative/dependency stuff straight in there. Eg. If I know level 4 is dependant on Texture "brick4" with crc 0x12345, why not simply store all that dependency stuff straight into the database along with the texture and the level assuming I can make the process as fast as a file copy (or similair through version control software). Once you've written your core delete record,add record,replace record functionality I can knock an entire level out of the database and come back in the morning to find all data which makes up "level 4" gone except for shared textures/objects. :) David |