March 30, 2004

Templates

I'm updating some of my templates.

Feel free to rant at me and tell me how they're all screwed up now.

Posted by matt at 12:11 PM | Comments (0)

Look, ma, No TV.

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.

Posted by matt at 09:30 AM | Comments (2)

March 25, 2004

Conflict of interest

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.

Posted by matt at 09:32 PM | Comments (0)

March 18, 2004

How to annoy your coworkers

Today I spent a number of hours tracking down a buffer overrun. Someone had created a set of animation data that was too large for the temporary buffer and nobody had checked for overruns. One thing I discovered that can be done to track down trashing is the following:
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.
Posted by matt at 05:26 PM | Comments (0)

March 08, 2004

ratios

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

Posted by matt at 05:28 PM | Comments (0)

burn cycle

So last week I worked 40 hours... by the end of Tuesday.

But our publisher seems happy with our latest submission.

Posted by matt at 05:04 PM | Comments (1)

March 01, 2004

Action

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.

Posted by matt at 10:59 AM | Comments (0)

the passion

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.

Posted by matt at 10:35 AM | Comments (3)