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46
Issues Help Desk / Map loading
« on: April 07, 2010, 07:59:39 am »
This is for a GM project of mine, a Pokémon clone.
It's stalled because the map loading is extremely slow and my attempts to optimise it fail.
The map data is currently made by an external level editor (also mine) and written to a file using a DLL as bytes representing kinds of tiles and collision state (walk-through or not) for each 16x16 square. The world map is a collection of 32x32 of these squares as a 'level', and then these levels are dynamically loaded as you walk around so there is a seamless world but it only has loaded the level you're on and the four adjacent levels at any one instant.
It currently reads the bytes from the file using a DLL line-by-line and creates their associated tiles when it's loaded a line of data. When you're no longer adjacent to a level it discards that data and the objects/tiles belongng to it. If it hasn't fully loaded a level by the time you reach the boundary then the game pauses until it has so that you never see the unloaded levels.
I currently get fractions of an FPS when walking around.
So, in i) GM and ii) Enigma, what would be a better way of handling map data? I can modify the level editor's output and the game's handling of those files however is necessary, and I care only about speed and that the player never sees unloaded data.
Thanks.
It's stalled because the map loading is extremely slow and my attempts to optimise it fail.
The map data is currently made by an external level editor (also mine) and written to a file using a DLL as bytes representing kinds of tiles and collision state (walk-through or not) for each 16x16 square. The world map is a collection of 32x32 of these squares as a 'level', and then these levels are dynamically loaded as you walk around so there is a seamless world but it only has loaded the level you're on and the four adjacent levels at any one instant.
It currently reads the bytes from the file using a DLL line-by-line and creates their associated tiles when it's loaded a line of data. When you're no longer adjacent to a level it discards that data and the objects/tiles belongng to it. If it hasn't fully loaded a level by the time you reach the boundary then the game pauses until it has so that you never see the unloaded levels.
I currently get fractions of an FPS when walking around.
So, in i) GM and ii) Enigma, what would be a better way of handling map data? I can modify the level editor's output and the game's handling of those files however is necessary, and I care only about speed and that the player never sees unloaded data.
Thanks.
47
Off-Topic / Re: The grand c++ vs everyone else debate
« on: April 06, 2010, 10:07:40 am »
Ah, OK.
48
Off-Topic / Re: The grand c++ vs everyone else debate
« on: April 06, 2010, 09:45:22 am »Quote from: score_under
Tried writing an OS kernel in Java? Not possible. In C, it's just difficult.
Singularity? JNode?
49
Off-Topic / Re: The grand c++ vs everyone else debate
« on: April 06, 2010, 09:18:23 am »
Commercial game development today is almost entirely done in C/C++ (Possibly that is complete rubbish. Please tell me if so). Even when they build new engines.
C++ must be offering some advantage there.
C++ must be offering some advantage there.
50
Announcements / Re: Anaphase
« on: April 05, 2010, 09:11:35 am »
@luis
I wasn't bashing Java. I really was asking why it wasn't more widely used.
And, yes, LGM will be the first Java app I use regularly.
I wasn't bashing Java. I really was asking why it wasn't more widely used.
And, yes, LGM will be the first Java app I use regularly.
51
Off-Topic / Re: where to learn C++
« on: April 05, 2010, 09:10:23 am »
Wrong thread, sorry. Is this an SMF bug, where you hit reply on one and it posts on the last thread you opened instead of that one?
52
Off-Topic / Re: Doctor Who 2010
« on: April 05, 2010, 05:51:06 am »
Yes, they changed the opening sequence because everything else had changed (producer, writer, Doctor, and companion) rather than because it needed changed. It's OK, I just imagine the old sequence and music when the new one appears.
Do you live in the UK then?
Do you live in the UK then?
53
Announcements / Re: Anaphase
« on: April 05, 2010, 05:13:03 am »
@luiscubal
Why, then, does no one use Java or .NET for desktop programs? It may be prevalent in enterprise, but I have exactly zero programs on my computer that use Java/C#, (open or proprietary, Linux or Windows). Why aren't developers starting new projects in Java, if it is suitable for some things?
I also see very few Java applets on the web, except for ancient educational pages.
Why, then, does no one use Java or .NET for desktop programs? It may be prevalent in enterprise, but I have exactly zero programs on my computer that use Java/C#, (open or proprietary, Linux or Windows). Why aren't developers starting new projects in Java, if it is suitable for some things?
I also see very few Java applets on the web, except for ancient educational pages.
54
Off-Topic / Re: Doctor Who 2010
« on: April 05, 2010, 04:32:36 am »
New series is very good.
The Doctor has potential, once he gets his own personality rather than Tennant's it will improve.
The new head writer did some of my favourite previous episodes (Blink and Silence in the Library) so I'm not worried about writing quality.
The Doctor has potential, once he gets his own personality rather than Tennant's it will improve.
The new head writer did some of my favourite previous episodes (Blink and Silence in the Library) so I'm not worried about writing quality.
55
Off-Topic / Re: Music?
« on: April 04, 2010, 03:58:06 pm »
I can't listen to any music with words. It is very annoying since I feel like I'm missing a whole world of art.
If anyone has any suggestions for tolerable music with a good melody then I'll try anything...
But I do like the following video game music, if that helps with the 'normal' music suggestions:
Gusty Garden Galaxy by Koji Kondo (Super Mario Galaxy)
http://www.youtube.com/watch?v=-z2kxFCQ_mQ
Tallon Overworld by Kenji Yamamoto (Metroid Prime)
http://www.youtube.com/watch?v=mziw3FQkZYg
Theme of Laura by Akira Yamaoka (Silent Hill 2)
http://www.youtube.com/watch?v=6LB7LZZGpkw
Time's Scar by Yasunori Mitsuda (Chrono Cross)
http://www.youtube.com/watch?v=laMvJf9UNdc
Xenoblade Main Theme by Yoko Shimomura
http://www.youtube.com/watch?v=hPbLMS_mCpM
If anyone has any suggestions for tolerable music with a good melody then I'll try anything...
But I do like the following video game music, if that helps with the 'normal' music suggestions:
Gusty Garden Galaxy by Koji Kondo (Super Mario Galaxy)
http://www.youtube.com/watch?v=-z2kxFCQ_mQ
Tallon Overworld by Kenji Yamamoto (Metroid Prime)
http://www.youtube.com/watch?v=mziw3FQkZYg
Theme of Laura by Akira Yamaoka (Silent Hill 2)
http://www.youtube.com/watch?v=6LB7LZZGpkw
Time's Scar by Yasunori Mitsuda (Chrono Cross)
http://www.youtube.com/watch?v=laMvJf9UNdc
Xenoblade Main Theme by Yoko Shimomura
http://www.youtube.com/watch?v=hPbLMS_mCpM
56
Announcements / Re: New Interests
« on: April 02, 2010, 07:08:38 am »
@luis
I'm in the same position as Fede-lasse. Enigma will help me with C++ in the same way.
I'm in the same position as Fede-lasse. Enigma will help me with C++ in the same way.
57
Announcements / Re: New Interests
« on: April 01, 2010, 01:35:13 pm »
Unless you guys are all very good at acting, do you not realise this is another April Fool's joke?
58
Announcements / Re: Hello
« on: April 01, 2010, 08:36:59 am »
Posting just to see my avatar.
How did you get/make them a2h?
How did you get/make them a2h?
60
Proposals / Re: execute_string via Google V8
« on: March 28, 2010, 11:51:57 am »
Can you try and concentrate on getting working GM support before adding nice extras like execute_string or JS compatibility?
Every time you get close to a release you decide on some massive new feature that requires recoding the whole thing (in this case, replicating absolutely everything GM does in JS), and it's getting a bit repetitive. Last time it was C++. Don't try and say it will only take X days, because you know something like that will take 6 months minimum once you get into the tiny quirks.
Please don't.
Every time you get close to a release you decide on some massive new feature that requires recoding the whole thing (in this case, replicating absolutely everything GM does in JS), and it's getting a bit repetitive. Last time it was C++. Don't try and say it will only take X days, because you know something like that will take 6 months minimum once you get into the tiny quirks.
Please don't.