Development
Windows 7 and TortoiseSVN: Can’t move … The file or directory is corrupted and unreadable.
by B.Russell on Feb.12, 2010, under Development, Tips and Tricks
I recently upgraded to Windows 7 64-bit OS from a Vista OS. I’m loving every minute of it at the moment. One problem I have ran into that appears to be happening with others is the fact TortoiseSVN will puke randomly on updates from a SVN grab. You can see it especially on large SVN checkouts. I have read numerous posts on the matter and I am posting what actually worked for me.
First I make sure any folder that I’m using for a SVN checkout is not flagged for Windows Search Indexing. You can get to this property by right-clicking on the parent folder and select Properties -> Advanced -> Uncheck index for faster searches.
The next item to make sure of is adding the following apps to your Trusted & Exclusion rules inside your Anti-virus \ Protection program of choice.
- SearchFilterHost.exe (C:\Windows\System32)
- SearchProtocolHost.exe (C:\Windows\System32)
- TSVNCache.exe (<TortoiseSVN_dir>\bin)
- TortoiseProc.exe (<TortoiseSVN_dir>\bin)
For me, I use Kaspersky 2010. So I had to go into Settings -> Threats … then add TSVNCache and TortoiseProc to their own Exclusion rules telling it to not use <any> on each. I then went to the Trusted Apps tab on the same window and added SearchFilterHost and SearchProtocolHost both as TrustedApps and not take any action on either one. Your protection\anti-virus app may be different of course but the main concept here is to tell it don’t do anything if either 2 of those Tortoise apps are running. The same applies to the Windows Search Indexer, b\c I found that even though you tell the directory DO NOT INDEX, as we did in the first step, there is still things going on in the background which will still negate this whole processs if you just add the 2 Tortoise apps to your Trusted + Exclussion zone in your Anti-virus \ Protection app.
I tried not adding the 2 Windows Search Indexer apps to my Trusted \ Exclussion zones and the problem would only rarely occur, but it STILL occurred. It was only after adding those 2 with the Tortoise apps that the problem ceased to occur any more.
I hope this helps your situation, I enjoy Windows 7 and I can’t live without TortoiseSVN for my work.
-Brandon
Diffuse + Specular Lighting, and AABB Frustum Curling …
by B.Russell on Sep.29, 2008, under Game Dev
Well, it’s been a while since I’ve updated the ol’ site but I come bearing lots of updates to Piston3D. Since the last writing I have added just some of the following I can remember off the top of my head:
- Basic Scene Graph ( Includes AABB Frustum Curling )
- HLSL Diffuse\Specular Lighting
- Basic GUI System ( Form, Labels, etc. )
- Render to Target ( Dramatic FPS gain in GUI system so far )
- AABB on all Scene Objects for fast Curling in Scene
- First Person Camera Implementation
- Basic Event System ( Input, Windowing Events, etc. ) coupled with Listeners
Well below is 2 screenshots, in the first you can see a basic GUI system which is first rendered to a Target ( dynamic texture ) then until any states change that texture is rendered on a simple 2 primitive box representing the owning form. Also shown is a simple Torus model with Diffuse + Specular lighting that I started with HLSL. Take notice of the Vertice & Face count numbers in the first screen shot. Now in the 2nd screenshot you will notice the torus is no longer drawn, I actually moved the view and now when looking at the Vertice & Face counts you will see a dramatic drop b\c the AABB Frustum Curling system I’ve implemented so far in the Scene Graph system quickly cut it out with very little over head. I will implement more advance Sphere Curling calculations as I move forward and so on, this is just a dirty test of my theories and knowledge thus far and it appears to be working rather well =). Did I mention the whole project thus far is modular in design and API Graphic Independant =). But I only have DirectX 9.0c and HLSL implemented thus far.
Back from the Dead …
by B.Russell on Jun.12, 2008, under Game Dev
Suprise, suprise, I’m back from the dead it appears =). Just thought I’d come in and blow some dust off the site and get back to posting some more. I have been busy lately, other things ( real life ) has pulled me away from spending time on my sites over the past few months but hopefully I can find time now to post a little more and get some good, juicy tutorials up.
I’m still coding away on Piston3d ( C++ DirectX / OpenGL Game Engine ). In fact I have a screenshot of one of my latest tests showing off some very early workings of the Programmable Pipeline ( Shaders ) system in action. Gotta thank Brad Harris for the famous Teapot model that I’m testing with there =p. It may be hard to see but I was playing with some simple lighting effects in that pic, the white areas of course being the lit sections.

So far I have a nice system layout utilizing some of the following features:
- * Explicit C++ structure for crossplatform, cross-Render API targeting
- * Font System
- * Programmable Pipeline ( Shader system )
- * Basic Mesh and Submesh rendering
- * Importing of 3DS files
- * Reading and handling of PNG textures

