Search found 38 matches
- March 24th, 2017, 7:35 am
- Forum: Everything
- Topic: Prime Number Generators
- Replies: 14
- Views: 5585
Re: Prime Number Generators
You only need to test up to sqrt(n) if n is your primenumber in case 1)
- February 15th, 2017, 8:47 pm
- Forum: Everything
- Topic: Annoying Bug in Chilli's Framework >.<
- Replies: 7
- Views: 3137
Re: Annoying Bug in Chilli's Framework >.<
well y is defined again in the line: void checker(int y) so in the function there is no way to acces the gloabl variable y
( local scope beats global scope every time )
( local scope beats global scope every time )
- December 19th, 2016, 3:13 pm
- Forum: Everything
- Topic: Step 1 - The Beginning - By Hidden
- Replies: 8
- Views: 4510
Re: Step 1 - The Beginning - By Hidden
i decrypted it
- December 16th, 2016, 11:42 am
- Forum: Everything
- Topic: Step 1 - The Beginning - By Hidden
- Replies: 8
- Views: 4510
Re: Step 1 - The Beginning - By Hidden
I am Hidden. When I used a Caeser Cipher, I "did it" forward TWENTY times. Just for jour information Caeser Chiper, and Vigenere Chipher are linear chiphers, so it doesn't matter how often you apply them the "encryption" is not harder to break only the "key" is changed. example doing caesar twenty ...
- May 8th, 2016, 2:44 pm
- Forum: Everything
- Topic: My Game Engine 3
- Replies: 4
- Views: 2208
Re: My Game Engine 3
i would recommend using OpenCl instead of cuda, because it is not platform dependent
- October 19th, 2015, 6:12 pm
- Forum: Everything
- Topic: Learning Resources discussion
- Replies: 3
- Views: 1885
Re: Learning Resources discussion
The formula is right, but the example is wrong as hell. Vec1 needs to be [1,3,-4] and the result shoud be [4,-16,-11]
- October 5th, 2015, 2:31 pm
- Forum: Everything
- Topic: Reticle/crosshair moves while stile staying at old position
- Replies: 3
- Views: 2026
Re: Reticle/crosshair moves while stile staying at old posit
You are not clearing the screen in the beginnFrame function
maybe try
void D3DGraphics::BeginFrame()
{
HRESULT result;
result = pDevice->Clear( 0,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,0),1.0f,0 );
assert( !FAILED( result ) );
}
maybe try
void D3DGraphics::BeginFrame()
{
HRESULT result;
result = pDevice->Clear( 0,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,0),1.0f,0 );
assert( !FAILED( result ) );
}
- August 11th, 2015, 6:45 am
- Forum: Everything
- Topic: New Event class Performance Test
- Replies: 6
- Views: 2790
Re: New Event class Performance Test
Win 7 x64, I7-2600 3.4GHz 4x8gb ddr3 1333 ram
EventSpeedPushBack:
52.632813
51.932468
57.814079
59.831654
58.461891
57.925152
EventSpeedRun:
7.895282
7.991943
7.921098
7.906089
7.871567
7.839147
EventSpeedPushBack:
52.632813
51.932468
57.814079
59.831654
58.461891
57.925152
EventSpeedRun:
7.895282
7.991943
7.921098
7.906089
7.871567
7.839147
- July 13th, 2015, 9:57 am
- Forum: Everything
- Topic: How do YOU multithread?
- Replies: 91
- Views: 27420
Re: How do YOU multithread?
So if you aren't drawing the frames each step, then your code is still ~57 times faster. If you are rendering each step/grid update then your code is what ~200 times faster, crazy. So is sse all that you are using, or did you go with D3D shader? speeds are determinated by the hardware you use. So m...
- July 11th, 2015, 7:09 pm
- Forum: Everything
- Topic: Remove previous email addresses from system
- Replies: 3
- Views: 2049
Re: Remove previous email addresses from system
So you created a new account. Whats the problem?