--------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E5400011 Date: 05/03/97 From: HERMAN SCHONFELD Time: 11:22pm \/To: CAREY BLOODWORTH (Read 4 times) Subj: LOW LEVEL OPTIMIZATIO 1/2 CB>Unrolling can help. Pointers slow it down. I've timed it. Contrary to CB>popular convention, pointers are _not_ automatically faster than CB>indexing. Use an average consumer machine to test out your programs then come back with results. HS>But according to you, unrolling is bad, then use Duffs Device. CB>In some cases, yes. In other cases no. It depends a lot on how much CB>the loop does. This is especially true when you tell the compiler to CB>unroll loops with an optimization switch such as -O3 for DJGPP. lies! -O3 unrolls no loops. CB>Yes it does use a register. But even on the register poor x86 CB>architecture, most compilers will keep all three variables in registers. CB>Only my 8 year old QC20 doesn't bother to keep _any_ of them in CB>registers. lies! With optimizations turned on, my compiler removes unused variables from registers which can be used for something else. ... In DOS we trust. --- Ezycom V1.48g0 01fd016b * Origin: Fox's Lair BBS Bris Aus +61-7-38033908 V34+ Node 2 (3:640/238) --------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E5400012 Date: 05/03/97 From: HERMAN SCHONFELD Time: 11:31pm \/To: CAMERON CLARK (Read 4 times) Subj: Re: Doom like games... CC> First, this is not a good place to start. Pick a simple game idea CC> for learning. Having to learn vga graphics + learning 3d to 2d CC> ideas is enough of a headache. Start with something easy first CC> like a pacman game. Pfft. My first game was a inter-polated height mapper. (like using volumetric pixels except colour interpolation between voxels.) CC> #2 write a 3d engine that given a 3d point will translate CC> into a 2d point All 3d engines perform this task. It's easily projected by a 2dx = (3dx * perspective) / (3dz + space) + centre x 2dy = (3dy * perspective) / (3dz + space) + centre y Doesn't take 'years' to code something like that. CC> #3 write a mapping function that will map a square picture onto CC> any 4 sided figure no matter its shape texture mapping is extensively easy! CC> #6 add fuzzy logic engine for AI decision making by characters in CC> your game Pfft. Making a character engine is one the things you look forward to when developing a 3d game. CC> Start small then in a few years move up to something like doom ... Break up a relationship. Buy a computer! --- Ezycom V1.48g0 01fd016b * Origin: Fox's Lair BBS Bris Aus +61-7-38033908 V34+ Node 2 (3:640/238) --------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E5B00000 Date: 05/03/97 From: MATTHEW LAIRD Time: 04:04pm \/To: ALEXANDRE OSTANINE (Read 3 times) Subj: NetBIOS AO> P.S. AO> In case that it is not the one : AO> Any Information how can I Exchange data betwee two programs ??? Use Un*x/Linux....that's the simple way... =) --- Maximus/2 3.00 * Origin: LutherNet Christian BBS (1:153/7036) --------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E5B00001 Date: 05/03/97 From: DANIEL MCGREGOR Time: 10:28pm \/To: FRANK MASINGILL (Read 3 times) Subj: Borland's C++ for Dummies Hello Frank! On Saturday May 03 1997, Frank Masingill so utterly pointlessly wrote to All: FM> Any of you learners using this book for a tutorial. If so, would FM> like to hear from you. I did. Can't say its too great. FM> Thanks. Your welcome! Daniel --- Whoop-T-Doo v1.00 * Origin: I'll think of one Soon!!! (1:140/237.2) --------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E5B00002 Date: 05/03/97 From: CAREY BLOODWORTH Time: 09:08pm \/To: CRAIG HART (Read 3 times) Subj: DJGPP OPTIMIZATIONS 2/3 CH> > 1.8mhz is worse than any computer I've seen. Including Macs and even CH> > 8086's(4.77mhz) But... you'll never know... :) CH>You've obviously never seen a Tandy coco3 with 512k RAM and os9 then... 68b0 CH>power!! (FYI: OS9 is a multitasking OS that has it's roots in unix... the I'm _very_ surprised you recognized it! That's exactly what I used. I still have most of my CoCo stuff in storage, including a bunch of spare software I never got around to selling. I still lurk in the CoCo and OS9 echos. CH>coco3 is a <2MHz CPU'd system that had the performance "feel" of desqview on CH>486with 8 megs of ram.... but in about 1983 or something... long before That's why I didn't switch for so long. It did almost everything I wanted it to do. Not everything though, which is why I eventually switched. Even my WYSIWYG ran smoother on a 128k 1.8mhz CC3 than they do on a 386/25 with 4megs. CH>multitasking was a reality on the PC Platform). The CC3 came out in 86. The CC1/2 came out in, what, 81? and the OS9 Level 1 was also available shortly after that for the 64k CC1/2s. OS9 Level 2 was for the CC3 and had all sorts of things, including a reasonably nice windowing system, multiple screens and windows, multi-tasking, multi-user, graphics better than the EGA of the time, etc. etc. etc.... --- QScan/PCB v1.19b / 01-0162 * Origin: Jackalope Junction 501-785-5381 Ft Smith AR (1:3822/1) --------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E5B00003 Date: 04/30/97 From: QUINTIN OLIVER Time: 03:36pm \/To: HERMAN SCHONFELD (Read 3 times) Subj: Doom like games... Hi Herman, Thank's for responding to my message, I now understand more or less on how to develop my own type of Doom like clone. I'm writting clone of Doom because I wan't to be able to cater for people hat don't have pentiums PC's, like me for example. I have a fast 486, there should be no probs developing a game for this type f chip. I'm glad to meet someone that's writting a simular type of game, I hope there's lots of new weapons in it, since that's the problem with some of the newer games the weapons don't do enough damage to the monster your killing, sounds gross... Thank's a bundle, Quintin. ---------------------------------------------------------------- - Quintin Oliver: you can contact me via the following address - - Internet URL : http://www.compura.com/explosion/quintin - - Internet mail : quintin.oliver@fieldbbs.overflow.com - - Fidonet system: 2:250/121.9 - - Fidonet Inet : quintin.oliver@p9.f121.n250.z2.fidonet.org - ---------------------------------------------------------------- --- F.I.P.S./32 v0.95 Win95/NT * Origin: Err so what's like to be human? (2:250/121.9) --------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E5B00004 Date: 05/01/97 From: CHRISTOPHER BUTLER Time: 05:02pm \/To: ALL (Read 3 times) Subj: WinSock Hello All! I'm trying to do something with WINSOCK.LIB (very simple, open up, print Winsock details, close), and when I run MAKE, I get the following: MAKE Version 3.6 Copyright (c) 1991 Borland International Available memory 22384640 bytes copy MAKE0001.$$$ wsocktst.cfg 1 file(s) copied bin\tcc +WSOCKTST.CFG -c wsocktst.cpp Turbo C++ Version 3.00 Copyright (c) 1992 Borland International wsocktst.cpp: Available memory 3958904 bin\tlink /c/v/x/LC:\TC\LIB @MAKE0000.$$$ Turbo Link Version 5.0 Copyright (c) 1992 Borland International Error: Undefined symbol WSACLEANUP in module wsocktst.cpp Error: Undefined symbol WSASTARTUP in module wsocktst.cpp ** error 1 ** deleting wsocktst.exe Does anyone know what's up? Here's the makefile: === Begin makefile === .AUTODEPEND # *Translator Definitions* CC = bin\tcc +WSOCKTST.CFG TASM = bin\tasm TLIB = bin\tlib TLINK = bin\tlink LIBPATH = C:\TC\LIB INCLUDEPATH = C:\TC\INCLUDE # *Implicit Rules* .c.obj: $(CC) -c {$< } .cpp.obj: $(CC) -c {$< } # *List Macros* EXE_dependencies = \ wsocktst.obj \ lib\winsock.lib # *Explicit Rules* wsocktst.exe: wsocktst.cfg $(EXE_dependencies) $(TLINK) /c/v/x/L$(LIBPATH) @&&| c0h.obj+ /v- wsocktst.obj wsocktst # no map file /v+ lib\winsock.lib+ emu.lib+ mathh.lib+ ch.lib | # *Individual File Dependencies* wsocktst.obj: wsocktst.cfg wsocktst.cpp # *Compiler Configuration File* wsocktst.cfg: wsocktst.mak copy &&| -mh -2 -w+ -v -vi- -I$(INCLUDEPATH) -L$(LIBPATH) | wsocktst.cfg === End makefile === Anyone? Christopher E-Mail: chris@db-bbs.coracle.com --- FMail/Win32 1.22 * Origin: Death Butler BBS, +44-1582-620141, 24 Hours (2:257/135) --------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E5B00005 Date: 04/30/97 From: JIM ROBIN Time: 07:14am \/To: ALL (Read 3 times) Subj: Throw of dice Hi All, I've got this friend who is constructing a dice game using Visual C++ where one of the required elements is to simulate the throwing of a dice. To cut a long story short does anyone know of an algorithm that can generate numbers between a lower bound value and an upper bound value - in the case of the dice example 1 - 6. Thanks, Jim Robin --- Blue Wave/386 v2.30 [NR] * Origin: Alba Maximus, Glasgow [Line2 0141 880 7845 V34] (2:259/2)