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age 28
visits member for 3 years, 10 months
seen May 5 at 0:43

the cows are here to take me home now...


Jan
3
comment Are tree structures inherently bad for mark-and-sweep garbage collector performance?
Imma try it out and see what happens. I figured out a way to make the BVH code fairly modular whilst keeping overhead low.
Jan
3
accepted Are tree structures inherently bad for mark-and-sweep garbage collector performance?
Jan
3
comment C++ for C# Developers
@SnOrfus -- mainly because academia shun it for irrational pseudo-political reasons.
Jan
3
revised C++ for C# Developers
added 4 characters in body
Jan
3
answered C++ for C# Developers
Jan
2
comment Are tree structures inherently bad for mark-and-sweep garbage collector performance?
Yeah, I saw that article too. With all this dancing around the GC though, at some point, it starts to feel like maybe I might as well go back to C++. Not that C#/F# doesn't have its advantages, but so many of the resources out there are C++ anyway, and the decision to stay on .NET is becoming harder and harder.
Jan
2
answered Do platform independence and different paradigms deter newcomers?
Jan
2
comment Are tree structures inherently bad for mark-and-sweep garbage collector performance?
@MSalters In BVH, leaf nodes are created/destroyed only in conjunction with game object -- which isn't too bad. It's the intermediate nodes that go in and out all the time depending on the relative spatial distances of all the nodes in that tree.
Jan
2
comment Are tree structures inherently bad for mark-and-sweep garbage collector performance?
@SnOrfus Windows for now -- WP7 and Xbox would be nice in the future, but yeah, knowing that their GCs kind of suck, I may just forego those targets entirely.
Jan
2
comment Are tree structures inherently bad for mark-and-sweep garbage collector performance?
What if I'm moving things around a lot, especially near the root? BVH trees change quite often.
Jan
2
asked Are tree structures inherently bad for mark-and-sweep garbage collector performance?
Jan
1
comment Resources on Writing Efficient C Code for Micro-controllers?
@mattnz By modern, how new are you talking about? In all honesty I haven't written code for a microcontroller in nearly a decade.
Jan
1
comment Resources on Writing Efficient C Code for Micro-controllers?
This isn't often the case on an x86 processor, but on a microcontroller, if you want to make sure you get every last drop of performance, you'll probably want to use assembly instead.
Dec
31
comment Question about a “Benchmark” regarding Java and .NET
@qes Actually only the x64 CLR does tail recursion optimization -- not x86 -- which means that in practice we can't rely on tail recursion whatsoever for consumer applications unless the language itself does the optimization. Inlining in .NET has also been really shoddy, and those of us doing things like game development are extremely frustrated by it, as it forces us either to make these functions members of the objects that they work on, or to pass by reference.
Dec
31
comment Question about a “Benchmark” regarding Java and .NET
@Rig 1 2 3 -- C# can be seen generally doing better in older benchmarks, not so much so recently. There's been little work on C#/CLR performance since .NET 2.0 in 2005.
Dec
31
comment Question about a “Benchmark” regarding Java and .NET
@Rig .NET has had better performance for several years until Java caught up. Microsoft has been neglecting the CLR performance team as of late.
Dec
27
comment What are the consequences of having unnecessary references and usings?
@kizzx2 Ahh, got it.
Dec
26
comment Should I plan ahead, or figure out programs as I'm writing them?
Kind of like a Bob Ross approach to programming... no mistakes, just happy accidents.
Dec
26
comment What are the consequences of having unnecessary references and usings?
@kizzx2 Sorry can you rephrase?
Dec
25
comment What are the consequences of having unnecessary references and usings?
C# IntelliSense has been a bit messy anyway since around 2005, when they started dumping absolutely everything into the list.