Quote from: IsmAvatar on October 02, 2014, 02:27:42 PM
Not quite. Disk operations are extremely expensive - they are slow, so there goes your "efficiency" argument. For older GM games (pre-GMX), games *had* to be loaded entirely into memory. Having ENIGMA as a DLL allowed us to share that memory -- compared to a file where both ENIGMA and LGM would keep separate copies of the game
I disagree here, unless you still have an old PATA drive working at 20-30MB/s

now people use SATA2/3 with blazzing speeds, even SSD. The advantage of disk to disk
compiling is efficiency - for smaller games, the tradeoff is minimal, but for massive/larger games, the tradeoff is worth it. For developers wanting to make massive games, would be more efficient that way.
In any case GMS now does it that way, leaves minimal MEMORY footprint, keeps your IDE fast and more stable........Try to work with massive projects and see how slow the IDE gets, this goes the same for GMS......though they made some very good improvements there in terms of dynamic asset managements.....was about damn time

I am aware that RAM speed exceeds that of disk by far but in this case the tradeoff has its pros.
Quote
in memory. As for stability, read my history above. In addition, streams are buffered, and if any buffer gets too large before LGM got a chance to read it, the entire JVM would lock up and LGM would freeze. Additionally, parsing text from ENIGMA is hardly stable and rarely yields anything useful. Having specific memory structures that LGM and ENIGMA pass back and forth allows ENIGMA to not only give LGM more useful information (see above), but also affords us some really neat features, like Build Mode, where the compiler can actually edit the game (or allow the user to edit the game) and send that information back to LGM.
I'm sorry but LGM is very annoying to work with and highly unstable. I often have to close and re-open due to segfaults, VM memory errors, etc......My system is powerful, up to date, heaps of RAM, and yes I tweaked the settings file to the maximum xmx allowed for java.......same deal.
Working with massive projects with LGM is a turn off, sadly........GMS's IDE improvements set it miles apart - never thought I'd say this.

My solution to this soon will be my written from scratch C++ dynamic asset handling engine + some changes.......but barely have time now !
[/quote]