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Could one of you please give me a bit of insight to each one of these 4 topics, I am just a little confused on what it is asking.
I have a good idea on what passive and active rendering are, and that the use of active rendering is more sutable for games programming.
I'm just not to sure about the rest.
The timing of the main game loop is an important component of any computer game, since it impacts on the frame rate and the real-time physics calculations needed to make the game run at a realistic (or at least playable) rate. You are required to read up on the programming issues that affect this timing, and write a report that covers the range
of options available to a programmer. Your report should consider the following headings:
The distinction between active and passive rendering, and an explanation of the preferred mode for a game program.
The division of time between the physics (or game-model) update and graphics update stages, and an explanation and analysis of the relative importance of these in a game that involves real-time physics calculations.
Techniques for achieving accuracy in real-time physics, and an explanation of the trade-offs that may be necessary to do this.
Programming techniques that can be used to try to keep the frame-rate for graphics updates to some desired rate.
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I'm currently confused in incremental software methodology
what is the main difference between incremental development which adopt plan driven approach and the one that adopt agile approach ?
can anyone explain to me what is the difference between those two and if my choice was good for the project?
Learning is at the core of the agile approaches. It embraces the fact that it is almost impossible to have enough information to make detailed plan up front. Instead implementing, or possibly trying to implement, your first feature will trigger very valuable learnings. Both about your implementation and the usage and actual needs in the field.
I'm not sure what "documentations are really important" actually means, but dividing implementation along module boundaries will cause a number of unwanted effects:
you can only learn about the usage of the complete system after all modules are done, a.k.a. Too late. That will drive unknown remaining amount of work after you thought you were done.
how do you know that the first module is done? Presumably based on some guesswork about what it should do, which might be right but most probably is at least slightly wrong, which causes unknown late modifications
integration problems will also show up after the third module was supposed to be finished
All three drive late realizations about problems and unknown amount of work left to the end.
Agile focuses on driving out these learnings and information by forcing early feedback, such as early integration (as soon as there is a skeleton for the three modules), user feedback by forcing implementation of one user level feature at a time with demos of them as soon as hty are ready.
It is a strategy for minimizing risks in all software endeavours.
In my mind, you should have gone for an agile aproach.
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I have been reading software development methodologies. I came across a line which says that agile methods include Rational Unified Process, Scrum, Crystal Clear, Extreme Programming, Adaptive Software Development, Feature Driven Development, and Dynamic Systems Development Method (DSDM). What I wonder is whether RUP should be in the list.
Rational Unified Process is an Iterative and Incremental process, though by default the average cycle time to deliver working software is still quite long. I personally count RUP as borderline agile, close to long-iterative or short-water-fall.
Its more recent brother, OpenUp, is supposedly a more agile version, concentrating on the core aspects of RUP and doing away with many of the less desirable parts.
If you're looking to be "very agile", the Unified Process is probably not going to give you the most flexibility in the end.
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I would like to know whether the most common software development suits such as Microsoft visual studio its compilers are optimized for using the Hyper-Threading feature to the maximum extent? Is it worthy to go for a hyper-threaded processor for working with those softwares?
I have read many reviews that hyper threading is only useful for intensive multi threaded applications like video editors,etc..Some reviews says that softwares which are not optimized for using Hyper threading can suffer a decrease in performance and many people run their systems with hyper threading turned off.
As I am a novice programmer I would like to know whether those arguments and reviews stands true in the field of programming.
Again I am talking about the compilers and IDE and not the applications that I 'am going to create!(as if now I don't know how to create multi-threaded applications!!)
Since you have not made up your mind on what IDE/development platform to use then there may be other factors to consider besides threading. Most high level languages and compilers do support thread pooling, which is probably what you are looking for. I can't speak for compilers I have not used so I will leave a link to the article below:
.Net and hyper threading
It appears to be a bit dated, but the basic concepts are explained.
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I'm not quite sure where to post this question, but I think Stack Overflow has a lot of smart people who could help.
I'm wondering if there is a way I can combine programming and electrical circuits. Can I somehow turn my computer into a signal generator to create AC waveforms which I could apply to an external circuit that I've created? Could I then program my computer with say C++ code to change the amplitude/frequency of the waveform (hopefully this if possible doesn't require assembly language which I know nothing about expect that its code that operates more directly with the CPU or something). Basically, I'm looking for a way to combine coding with electrical circuits. Anything will do. I just want to get better at both because they both interest me.
Yes, you can use your audio channel.
You have to consider its frequency response: (theoretical Maximum of 20kHz?)
You also have to buffer the audio output. Use an opamp as a buffer for that. You do not want to overload your audio jack.
You will run into challenges of how "Fast" you can send data to your audio channel. But I think it is possible.
Another way is to use a good old parallel port, IF you have one :). Those are nice to command some electronics.
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I don't need the dinosaur, just the buildings with details on the buildings, but I would like the 3D graphics to take on this sort of style. Real-time.
Part of reproducing this effect in a real-time 3D environment could be handled by the designers, texturing the various meshes in combination with fairly matte shading.
However, there is also a whole field of Computer Graphics research focusing on Non-Photorealistic Rendering (or NPR). There actually have been a lot of published papers on real-time watercolor rendering (to various degrees of success), often using shaders as suggested by xOr.
A good starting point in my opinion would be the work of Adrien Bousseau. An example that comes to mind is his paper "Interactive watercolor rendering with temporal coherence and abstraction (PDF warning)". Another one would be "Watercolor Illustrations from CAD Data (PDF warning)" by Luft et al.
Now, don't get me wrong, I'm not saying these papers are to be implemented and be done with it. Perhaps they are too science-y for you or simply to complex for whatever system you're trying to create. However, read through them and read through some of the papers they reference to get an idea of the various approaches out there. If nothing else, you will at least have some terms to Google and see if you can find something that suits you.