Search found 225 matches
- Sun 23 Sep, 2007 3:58 am
- Forum: Off Topic
- Topic: Terabyte Drives
- Replies: 14
- Views: 20346
I would go with 2 500GB's in RAID 1, and another 2 500GB's in RAID 1. Now unless both drives die in one of the arrays, then your screwed, and have lost your data, but if only one fails then you are fine. If you don't want to keep a copy, then I would just get 2 500 GB's to make 1TB and put them in R...
- Sat 22 Sep, 2007 10:04 pm
- Forum: General TI Discussion
- Topic: Note on sdcc
- Replies: 34
- Views: 55820
no what i meant was that realism is limited by the vision of the artist and ya, I'm pretty happy too w/ some of the current graphics when the artists do a really good job and take advantage of the gpu power. That isn't totally true. Physics adds as much realism as art does. As Pixar once said, &quo...
- Fri 21 Sep, 2007 10:57 pm
- Forum: General TI Discussion
- Topic: Note on sdcc
- Replies: 34
- Views: 55820
- Fri 21 Sep, 2007 8:47 pm
- Forum: General TI Discussion
- Topic: Note on sdcc
- Replies: 34
- Views: 55820
Who wouldn't use polygons? Also Liazon the benefit of raytracing isn't lots and lots of polygons, it is in fact photorealistic pictures, although I think those have already been achieved(look at GT5 HD) Either way there are so many more advances to be done other than just graphics with the advent of...
- Thu 20 Sep, 2007 9:55 pm
- Forum: General TI Discussion
- Topic: Note on sdcc
- Replies: 34
- Views: 55820
CoBB: And what are you saying about programmers? For your information Insomniac Games stays in close contact with STI to stay on top of new technology, and what to do with technology now such as the CELL processor. Also did you read my post? Intel even gave their view on the topic, and they agreed! ...
- Thu 20 Sep, 2007 8:09 pm
- Forum: General TI Discussion
- Topic: Note on sdcc
- Replies: 34
- Views: 55820
CoBB: That may be so, but seriously the amount of time it would take for one ray to get finished in a 1,000,000 polygon level, like what are present today, would take immensely long to do reflection, refraction, deflection, and all the other stuff. Let alone the fact it would take 786,432(1024x768) ...
- Thu 20 Sep, 2007 1:59 am
- Forum: General TI Discussion
- Topic: Note on sdcc
- Replies: 34
- Views: 55820
King_Harold: because human brains are far more complex and better at making arbitrary mental connections than a computer. It is comparable to the common wall of raytracing for realtime games. It just simply isn't going to happen in either one of our lifetimes. actually, good idea for a comparison, ...
- Mon 17 Sep, 2007 11:36 pm
- Forum: General TI Discussion
- Topic: Note on sdcc
- Replies: 34
- Views: 55820
That is a guaranteed yes. Mainly because my compiler eliminates stack frames, and also goes through many more intermediate steps than SDCC. For example 2 high-level passes are performed with 1 low-level pseudo assembly pass, and then a target-dependent pass. This makes for 4 optimization passes with...
- Mon 17 Sep, 2007 7:34 pm
- Forum: General TI Discussion
- Topic: Note on sdcc
- Replies: 34
- Views: 55820
Yes, floating point math is tedious. Uhh, but I have no idea what you just said. There is more of a process to C compilation, then I think you really realize. Why don't you try writing down a few examples of C yourself, and see how you would optimize them. Is the process to time consuming? Not at a...
- Mon 17 Sep, 2007 12:52 am
- Forum: General TI Discussion
- Topic: Note on sdcc
- Replies: 34
- Views: 55820
Yes, floating point math is tedious. Uhh, but I have no idea what you just said. There is more of a process to C compilation, then I think you really realize. Why don't you try writing down a few examples of C yourself, and see how you would optimize them. Is the process to time consuming? Not at al...
- Sun 16 Sep, 2007 12:03 am
- Forum: General TI Discussion
- Topic: Note on sdcc
- Replies: 34
- Views: 55820
- Sat 15 Sep, 2007 4:30 pm
- Forum: General TI Discussion
- Topic: Note on sdcc
- Replies: 34
- Views: 55820
- Fri 14 Sep, 2007 1:42 am
- Forum: Off Topic
- Topic: On making PSP games
- Replies: 9
- Views: 10542
- Sat 08 Sep, 2007 12:09 am
- Forum: Programming Help
- Topic: [C]Does anyone know a good timing library?<solved>
- Replies: 18
- Views: 21938
- Tue 04 Sep, 2007 8:11 pm
- Forum: Programming Help
- Topic: [C]Does anyone know a good timing library?<solved>
- Replies: 18
- Views: 21938