Intermediate

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You've been doing it for a few years.
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Etwork Quick Start

his book will get you started using etwork without too much pain.

Necessary pre-requisites include:

  • Knowledge of C++ programming
  • Microsoft Visual Studio 2005 (or Visual C++ Express 2005 with the Platform SDK addition)
  • The latest version of etwork
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The Etwork Networking Library

Etwork is a network abstraction library that lets you use UDP or TCP to send packetized messages between machines using a portable C++ interface.

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KiloWatt Animation 20081128 / 20100307

This is the fourth release of the KiloWatt Animation library, as of 2011-02-13. It is intended as a companion to the kW X-port 3ds Max X file exporter, to be used with Microsoft XNA Game Studio. This release is for version 4.0 for Windows and Xbox 360. Sorry, Windows Phone 7 doesn't support custom shaders. It might be possible to update the processor to use the built-in skinned mesh shader -- keep in touch for future possibilities!

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Network bandwidth mathematics; peer-to-peer versus client/server

The XNA Forums are now talking about the Xbox Live! networking support added to XNA 3.0. There's some discussion about how large games can be supported on top of the recommended maximum upstream bandwidth consumption of 8 KB/s. (This is a recommendation Microsoft makes for Xbox Live!, based on learnings from deployed broadband connectsion)

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Throttling qmail SMTP receive bandwidth

I wrote the program "throttle.c," which you can insert into the tcpserver chain of commands for a qmail smtpd server. It takes one argument: the number of kilobytes per second to let through on the incoming file descriptor. Throttle does not throttle the outgoing file descriptor, because that's usually just status from your mail server.

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Using Sleep to Save CPU Cycles

Q: Hey, I'm spending a lot of time spinning in the graphics driver, waiting for a page flip, because I'm v-synced. Wouldn't it be better to Sleep() away that time, to give up some CPU to other applications?

A: That should work, with some caveats. I'm assuming Windows here (because otherwise you'd be talking about usleep() :-)

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Libstats: A Stats Library for a Role-Playing Game

"libstats" is a simple implementation of a system to implement stats in a role-playing game. The system allows you to define stats in a single C++ file, and then reference them and use them in other files. It furthermore allows you to add a new kind of stat, and the only files that need to be re-compiled are the files that use the new stat, and the file that defines all stats (which is a .cpp, not a .h file!).

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How to use an introducer to do NAT punch-through for peer-to-peer communication

This document aims to describe how to provide peer-to-peer network communication in the case where both peers are each behind an individual NAT device. This is possible by using a central server for authentication and matchmaking purposes, but once connections are established, the server gets out of the loop and no bandwidth is expended on the server.

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PC Timers -- why it's so hard to keep time

On PC hardware, there are basically three timers that are generally available. Neither of them is very reliable

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memcpy() comparison with SSE

This program measures bandwidth of memcpy() versus bandwidth of a simple SIMD-using assember implementation, just to show that memcpy() really is quite sucky (at least the version included in MSDEV 6.0sp5)

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