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  • Petr Schreiber

    User defined types #2: Glory and shame of dot notation 

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    Petr Schreiber
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    Published on 16-07-2016 07:00  Number of Views: 6505 
    1. Categories:
    2. Tech Basic,
    3. Tech Intermediate
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    The first article in the series provided some basic motivation for usage of user defined types (UDT): their ability to encapsulate multiple fields and straightforward memory consumption tracking.


    The second part in the series will introduce you to dot notation, its benefits and pitfalls.
    ...
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    User defined types #1: Introduction 

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    Petr Schreiber
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    Published on 10-07-2016 19:00  Number of Views: 7938 
    1. Categories:
    2. Tech Basic

    ThinBASIC is a computer language with roots set in BASIC. The original BASIC did not ask the user to declare any type for the variables, it simply stored them as a number using 30 bits of precision.

    Many of the modern computer languages (Lua, Python, Ruby...) try to mimic this design by hiding the internal variable storage details from the programmer. This approach has the clear advantage of keeping things simple. Number is a number, text is a text. Programmer focuses on the problem instead of implementation. So far so good.

    The possible controversy of this approach starts to appear once you realize the program needs to run on physical device whose resources are limited. The mentioned approach of variable complexity hiding also poses two issues as well for people who would start with such a language as with their first programming language:

    • the correlation between program memory usage and variables is unclear
    • performance characteristics can vary surprisingly, as the language switches the backends and performs the memory reallocations

    ThinBASIC takes different route.
    ...
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    State safe TBGL programming 

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    Petr Schreiber
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    Published on 25-10-2012 12:00     Number of Views: 10298 
    1. Categories:
    2. Tech Basic

    TBGL rendering system is internally based on the OpenGL technology, therefore it shares the state machine oriented design. This means that once you set some of the states, such as drawing color, it stays enabled until you change it to something else. While this can be advantageous in some situations, in others it can cause problem, especially when trying to write modular code.

    This article describes the possible side effects of state handling and proposes new code style which should help you write modular graphic code of better quality.
    ...
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    Beyond TBGL: Offscreen rendering, why and how? 

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    Petr Schreiber
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    Published on 18-05-2011 03:00     Number of Views: 20228 
    1. Categories:
    2. Tech Intermediate

    ThinBASIC offers the continuously developed TBGL library since year 2005. It is module focusing on providing way to draw graphics hardware accelerated way, but only with features which are widely adopted. That means, only "safe" functionality is added, so programmer can sleep peacefuly, because his scripts will run on any PC with properly installed GPU drivers.

    But in real world, there are situations, when you simply need to use even the cutting edge features or features not commonly implemented by all hardware vendors. One of such a features is offscreen rendering, and this article will tell you for what it can be useful, what are the basic principles and it finally gives you sample implementation and script examples.
    ...
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    Boids - group AI implemented in ThinBASIC 

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    Petr Schreiber
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    Published on 09-01-2011 11:51     Number of Views: 11916 
    1. Categories:
    2. Tech Advanced,
    3. User Projects,
    4. Module
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    Hi,

    during Game Access 2010 there was one nice technique mentioned "by the way" as approach used for modelling chicken ...
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    MovieFX: Blending based bokeh 

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    Petr Schreiber
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    Published on 01-01-2011 15:30     Number of Views: 17466 
    1. Categories:
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    There is an interesting trend which can be observed in the cut scenes present in many videogames released in the last years. Almost every 3D game now shows increased focus on cinematic feeling, which is achieved by extensive use of motion capture and specific work with camera, which includes not only its movement in the scene, but also simulating some of the optical properties as well.
    ...
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    Pf 2011 

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    Petr Schreiber
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    Published on 31-12-2010 20:11     Number of Views: 7983 
    1. Categories:
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    Once more best wishes for 2011 ,

    please download the full PF in clumsy english here:
    PF 2011 (video)

    ...
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    Entity data signature 

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    Petr Schreiber
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    Published on 01-11-2010 08:30  Number of Views: 14388 
    1. Categories:
    2. Tech Basic,
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    TBGL provides the programmer with entity system, which allows definition of multiple kinds of types of entities. Sometimes we need to work with just group of entities and cast on them context specific action.

    As the scene in TBGL can be composed of completely heterogeneous elements, this can become quite complicated task. We will take advantage of the fact any entity in TBGL can hold its custom user data, defined by programmer. By marking the user data with custom signature, we can easily determine which entities have something in common.

    This article explains what data signature is, how to specify it and how to use it for comfortable handling of objects in the scene.

    ...
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    User defined entities 

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    Petr Schreiber
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    Published on 01-10-2010 07:30  Number of Views: 11209 
    1. Categories:
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    ThinBasic module for accelerated graphics, TBGL, offers multiple ways to represent the scene. The most straightforward one is often referenced as entity system.

    Entity system allows organization of various kinds of entities in scenes. Programmers can define “solid” objects using geometric primitives, m15 models or display lists and specify their relationship. This is enough for most typical applications, but what to do when the programmer want to use different kinds of objects.

    The answer is – use the function slot entity.

    ...
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    MovieFX: Combining photo with 3D object 

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    Petr Schreiber
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    Published on 01-09-2010 07:30     Number of Views: 14201 
    1. Categories:
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    When looking at recent state of CG effects in movies and TV series, one of the most attractive topics is combining real world footage with some ...
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