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Got Donwvoted at gamedev.stackexchange

Name: Anonymous 2019-08-08 9:34

Name: Anonymous 2019-08-08 9:42

make your're are game

Name: Anonymous 2019-08-08 10:00

They also heavily downvoted similar question:
https://gamedev.stackexchange.com/questions/46396/how-to-write-my-own-3-d-graphics-library-for-windows

a good example of nazi group think and closed mindedness.

Name: Anonymous 2019-08-08 10:02

>>3
I would call it GPU racism.

Name: Anonymous 2019-08-08 13:53

Please do not use a lookup table. This might open you to timing attacks. You would not want a glownigger to see what actions you took in the game.

Name: Anonymous 2019-08-08 14:22

>>5
Isn't the point of lookup table that all lookups take constant time instead of variable calculations that depend on pipelining and register pressure?

Name: Anonymous 2019-08-08 16:59

Guess these retards got inadvertently trolled, when I mentioned that I don't want to use OpenGL. Lowest IQ people are known to be fanboys of some white race, male gender or a programming framework, so when a smart person avoids their object of love, they see that as a personal insult. Edited on 08/08/2019 17:00.

Name: Anonymous 2019-08-08 18:24

Name: Anonymous 2019-08-08 18:25

for someone at your level
Nice insult. They do not know that the one that asked the question is the legendary creator of Symta and spells of hamstery.

Name: Anonymous 2019-08-08 18:33

Yet all standard graphic formats mandate the use of gamma=2.2,
Any idea why? Is it so that they get to force people to use OpenGL and drive the GPU prices upwards?

Name: Anonymous 2019-08-08 18:42

>>10
No. They are just butthurt somebody dislikes their OpenGL, and develops _proprietary_ solution, because that would allow him to have some unique pixel effects. If you start promoting directx there, they will get just as mad, because DirectX is not "free software".

>>9
That is some RPGMaker retard, who can't write a single line of ARM assembly without looking into a reference manual.

Name: Anonymous 2019-08-08 18:50

>>11
RPGMaker is also proprietary though, and I am sure that most of them use unity and other proprietary solutions.

Name: Anonymous 2019-08-08 19:08

>>12
Then they are buttmad because they have to pay for Unity's licensing.

Name: Anonymous 2019-08-08 19:09

>>13
Or maybe they are mad, because they can't answer the question. Lol. When retards feel themselves stupid, it makes them angry.

Name: Anonymous 2019-08-08 23:57

>>11
That very retard made a question about D3D.

Name: Anonymous 2019-08-09 7:26

>>15
D3D is an RPGMaker tier comfort zone for girls. You wont become a real man, until you leave it.

Name: Anonymous 2019-08-09 17:07

I think I have found a solution to compress any large gamma magnitude back to 8-bits.

First one has to convert said magnitude to a custom floating point format, and then use it as an index into a small lookup table.

Loss of precission is not a huge problem, because values are mapped to 8-bit RGB components anyway.

Here is the code for a custom 16-bit float:

#define CFP_MANTISSA_BITS 11
#define CFP_MANTISSA_MASK ((1<<CFP_MANTISSA_BITS)-1)
#define CFP_EXPONENT_BITS (16-CFP_MANTISSA_BITS)
#define CFP_POINT (CFP_MANTISSA_BITS-1)
uint16_t int2cfp(uint32_t n) {
int e = log2(n) - CFP_POINT; //log2 is basically x86 BSF's or ARM's CLZ
if (e < 0) return n; //can be replaced by a table
return (e<<CFP_MANTISSA_BITS) | (n>>e);
}

uint32_t cfp2int(uint16_t n) {
return ((uint32_t)n&CFP_MANTISSA_MASK)<<(n>>CFP_MANTISSA_BITS);
}


Surprisingly nobody at stackoverflow has suggested doing that. Guess programmers becoming less and less qualified, as the time goes.

Name: Anonymous 2019-08-09 17:57

It appears that latest version of x86 processors support half-floats natively. But accessing them requires rather a tricky function attribute __target__, in addition to including some obscure header smmintrin.h:
https://gcc.gnu.org/onlinedocs/gcc/Common-Function-Attributes.html#Common-Function-Attributes
__attribute__ ((__target__("f16c"))) uint16_t x86_f2h(float value)
{
return _mm_cvtsi128_si32(_mm_cvtps_ph(_mm_set_ss(value), _MM_FROUND_TO_ZERO));
}


half-floats can be used as that custom float for lookup table, but they have a max value of 0xffff, so one needs to normalize them before conversion.

Name: Anonymous 2019-08-09 21:29

Floats are not portable. Non-bloated cpus do not provide support for them. Can you use fixed points instead?

Name: Anonymous 2019-08-19 7:37

After a few days, I already got blocked at Stackoverflow for asking politically loaded questions annoying people, like what is the best way to access Intel CPU intrinsic performance counters, why Clang is inferior to GCC for some code, and if there are any reason to avoid using x86 assembly, when ARM is dying, x86 CISC opcodes are smaller and cache friendly, and even smartphones now have x86 support. At gamedev.stackexchange.com they don't like my questions either:

https://gamedev.stackexchange.com/questions/174740/is-it-safe-to-access-array-past-bounds?noredirect=1#comment311097_174740

Moreover, they tell me to go to Stackoverflow, where I'm banned. They also get irritated by optimization questions, due to most of them using some pre-made crap for non-programming retards, like Gamemaker or Godot, and then asset swap some pre-made game in it. So obviously they consider people making their own game engines with software rendering crazy. What a Nazi community! It seems at early days they were a bit more welcoming, but then the site got infested with _THIS_ kind of people, who need "TRIGGER WARNING: ACTUAL PROGRAMMING!" for everything, and now all questions are in the vein of "How to do X in RPGMaker?". And they were also brainwashed that accessing arrays past bounds is a bad idea, worse being only dynamically generated x86 code to emulate shaders on CPU.

Name: Anonymous 2019-08-19 12:10

>>19
sRGB bytes are compressed with pow(x,1/2.2), so you need to unpack them, and pow(255,2.2) is larger than 0x10000, so you can't use plain uint16_t, while using 4 uint32_t would be too expensive. Moreover, robust HDR light calculations require supporting values thousand times larger than pow(255,2.2), potentially infinite. Human perception mandates support negative G in RGB, because lower spectrum values actually induce negative green response in human brain. Now IEEE 16-bit floats ideally fit to solve all these problem without losing much efficiency, compared to 8-bit R,G,B.

Name: Anonymous 2019-08-19 13:02

this thread
me comparing 10bit monitors
Why are we stuck with 8bit color?

Name: Anonymous 2019-08-19 16:17

>i don't want to use opengl
>just use opengl bro

Name: Anonymous 2019-08-19 23:04

OP does know there many more C compilers in the market, right?

Name: Anonymous 2019-08-20 8:41

>>24
Other compilers are complete garbage. Long ago MSC and Borland C were good enough. Not now.

Name: Anonymous 2019-08-21 4:03

>>25
No, I mean better and more efficient than GCC with options.

Name: Anonymous 2019-08-21 12:31

>>26
Intel's GCC modification?

Name: Anonymous 2019-08-21 20:27

>>27
Pick a toolkit:
https://en.wikipedia.org/wiki/List_of_compilers#C_compilers
Nothing stops assembly though

Name: Anonymous 2019-08-21 20:42

>>28
Aztec C
Digital Mars

Okay.

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