reassembled
Joined 9 years ago
Joined 9 years ago
Fortunately I was able to get accepted into the StarLink early access around that time and managed to cancel the DSL. Even though ATT clearly did not want my business anymore, they still made sure I had to jump through countless hoops to finally disconnect and terminate billing. I had to sit on the phone for a couple of hours, being transferred between phone reps and managers until I finally got one person with the authority to shut my account down.
If Japan, Sony or any other individual wanted to save this CRT for themselves, it would have been snatched up by now. The fact stands that the creator of the video is the only person on earth who did the detective work and put boots on the ground to make it their own rare CRT. Good work, I say!
Many game engines eschew the C++ STL and latest language features in favor of rolling their own performance optimized platform, data structure and algorithms libraries.
I work at a large player in the video hardware industry and we roll all our own performance-sensitive video processing code in C99 or C++98 (we only recently adopted C++11 because, why fix what ain’t broken?). It doesn’t seem to be holding us back.
I have tested the mpp SDK a bit and the code is easy to work with, with examples for encode and decode, both sync and async.