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#11
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Good read Mazex. Maybe Luthier knows this now.
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#12
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#13
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![]() This is my only game attempt from 2005 so I'm really not in a position to criticize CloD ![]() ![]() ![]()
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i7 2600k @ 4.5 | GTX580 1.5GB (latest drivers) | P8Z77-V Pro MB | 8GB DDR3 1600 Mhz | SSD (OS) + Raptor 150 (Games) + 1TB WD (Extra) | X-Fi Fatality Pro (PCI) | Windows 7 x64 | TrackIR 4 | G940 Hotas Last edited by mazex; 03-28-2012 at 10:28 PM. |
#14
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Hmmm. Are you speaking in code???
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#15
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and if you have any desire to do any kind of programming for a flight sim try this one..its open source . http://www.flightgear.org/ S!
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#16
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from what I have read the game started out using OPENGL but later switched to DirectX
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#17
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The hobby project I'm thinking of now is actually doing a small game in Unity3D as I realized that my last project from scratch was way too much work... And with kids and challenging daytime work as a development manager there is little time left. The dilemma is that at work I haven't done any real programming the last five years so I need my fix ![]() /mazex
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#18
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Maze i found a nice read you might enjoy
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heres the whole article http://www.developerfusion.com/artic...t-performance/
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#19
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These points stand out.
"Now here's the rub. Marshalling is computationally expensive, and the more data you move back and forth, the more expensive it becomes. Marshalling data structures one way can add as much as 3,000 instructions to your processing time for complex data. " "By investing a little time early in the development phase, you can ensure that you made the right performance choice and not have to go back and make substantial changes after you have a working application. " Can we call CLoD a case study at this point? ![]() Jmho, the author comes across bias to managed mode programming. It's a good article though. Hopefully CLoD coders have access to the tool(s) the author speaks about to optimize the interop. |
#20
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Memory leaks can occur in any language, no matter if a garbage collector is present or not. It's comes down to following good coding practices, it's especially important when making interop calls.
For me I have no doubt that CloD is written in C# due to early error messages people were posting after release. Also the only official Microsoft "Direct X" API that operates on .NET is XNA, however this is capped at DX9 so you can safely say that they CloD is making calls to the un-managed version of Direct X which is the current main stream API of choice. Maz is right, interop calls are taxing and I wouldn't be surprised it that has been the main cause of all the issues because I get the "feeling" that this style of programming for a game is still in it's pioneering days. |
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