I think parallelizing loops using SMP is tantamount to assuming no aliasing, like in a big way.safemode wrote:edit: some of the cpu_opts i'm using in cmake may cause bugs to rear up. let me know if anything strange is happening when you use them vs when you dont. I may have to switch off some of the unsafe math options. For instance, i notice on my machine sometimes certain ships are missing textures (they're all black)... weird things like that.
Aliasing is what happens when what you do to one element can affect the neighbors.
For instance, if you run through an std::list<int> adding one to each int, that doesn't cause
aliasing, and can be parallelized. But if you
Code: Select all
typedef std::list<int>::iterator_t i_t;
for( i_t i = begin; i != end(); ++i )
{
i_t j = i;
++j;
if( *i > *j )
{
swap( i, j );
i = j;
}
}
Essentially, any loop iteration is parallelizable if operations are on one element at a time without
knowledge of neighbors, and if there are no pointer manipulations internal to the elements being
iterated. Good practice is to make sure loops don't cause aliasing, or document the fact if it can't
be prevented. I'm sure we have loops with aliasing in many places, though. Vegaserver crapped
out with -O3, which assumes no aliasing when vectorizing.
Yeah, ADT (Artist Detection Technologies); you move the mouse a certain way, and this background process checks in its knowledge base if that's an artistic mouse gesture --an artist's way of doing it... Is there an open source ADT?Neskiairti wrote:you could always add a flag to runtime something like -artist
which would turn off the shiny mapping stuff. And if some one submits a piece of art without the shiny shit, tell them to display it in their game with -artist
reject it until they make it look good.
It's not about having better shields, for me at least, but about having these god-awful polygonated "spheres" gone. You're flying around and vegastrike is just starting to look fractionally decent; but the moment you get into a shoot-out it begins to do crazy things, like showing white polygons around ships you're shooting at, not letting you see your own shots; and if you're getting hit the screen is turning red for no reason, making it more difficult to see the colors of the dots in the sensor screen when you need it the most. If some mod needs spherical shields around ships, I understand; but they should look like spheres; not like diamonds.charlieg wrote:Why not just release as-is, then release an update with the better shields, planets etc.
Feature creep, the enemy of a release cycle.