I'm updating some of my templates.
Feel free to rant at me and tell me how they're all screwed up now.
I'm sure everyone's read that Nielson says men between 18 and 34 aren't watching as much TV and FOX doesn't like those numbers.
So, as a service to FOX networks let me enumerate a few reasons why I don't watch TV anymore.
1. Farscape canceled (sorry, getting a miniseries does not count as having it "not canceled").
2. Firefly canceled.
3. Babylon 5 cut one season short.
4. Brisco County Jr. canceled (I want to know what the deal with the orb was!)
5. 'Quality' shows like The Littlest Groom
So, basically, when you take away the shows that I like, and run lots of crap your viewership drops.
I'm working to make the game load faster. This (of course) leads to many many repetitions of loading the game and comparing times. In the time that I'm waiting for things to load I'm playing Nethack (single player turn based games have that nice feature where you can drop them and come back at any time). Of course, as load times get shorter I have less time to play Nethack... which somewhat dampens my motivation to get things done quite as quickly as I should.
Not that I need any additional motivation now that alpha's 2.5 weeks away.
class ParentClass
{
public:
int32 boundCheck;
ParentClass() : boundCheck( 0xdeadf00d ) { ; }
};
class ChildClass : public ParentClass
{
public:
ChildClass() : childBoundCheck( 0x7331f00d ) { ; }
/** ... rest of class **/
int32 childBoundCheck;
};
Which puts fenceposts at the edge of the structure you're having problems with. So if you pull up a ChildClass in your debugger and it has a BoundCheck!=0xdeadf00d or a childBoundCheck!=0x7331f00d you know something bad has happened to your class.
I was talking with someone (technically competent manager type[0]) who was talking about integrating compression code into my project in order to boost streaming performance (less data means less time to transfer and shorter average seek distances). At some point he mentioned the code provided 4:1 compression[1] in average case over binary data (typically vertex & texture data). Today I got the code, and it seems to be well written... and provides about 15% compression for vertex data and no compression on the textures I tried.
Now, I have to wonder if there was a communications gap where I misinterpreted what he meant, or a communications gap where his programmer told him how effective the compression was.
Ah well, at least it does a good job on text...
--
[0] Yes, they exist.
[1] Presumably meaning a 100k file becomes 25k
So last week I worked 40 hours... by the end of Tuesday.
But our publisher seems happy with our latest submission.
If you're in the mood for a B action movie check out Returner. Time travelers, Japanese gangsters, aliens, explosives, and lots of gun-fu action. And Takeshi Kaneshiro looks much cooler than Keanu Reeves in a trenchcoat in bullet time.
So, yesterday I went to see Mel Gibson's BraveChrist (as a friend of mine refers to it). It was brutal. It was awful. No, not the movie, the traffic through Hollywood that made me miss the movie.
Ah well.
I guess I'll wait for DVD.