[QUOTE=thomasfn;31056600]Actually I'd say the main problem is the fact that a position packet (and probably more, like velocity or angle) is sent for each entity 5 times a second down a tcp stream. There's no kind of QoS, hell the server or client don't even know each other's ping.[/QUOTE]
Does it do that even if nothing is moving?
Is it possible to read a file that is being written by another ?
For example, I'd like to parse what is written by a process in it's log directly.
I don't want to wait for the program to end to read it.
[editline]12th July 2011[/editline]
[QUOTE=thomasfn;31056600]Actually I'd say the main problem is the fact that a position packet (and probably more, like velocity or angle) is sent for each entity 5 times a second down a tcp stream. There's no kind of QoS, hell the server or client don't even know each other's ping.[/QUOTE]
Why sending packets so often in TCP*?
UDP is perfect for this.
[QUOTE=OrYgin;31056666]UDP is perfect for this.[/QUOTE]
don't you know that udp [url=http://notch.tumblr.com/post/802279517/the-hottest-monday-like-ever]lowers your framerate[/url]?
Made a little console class for my framework thing :D
Heres the window with no console
[img]http://img163.imageshack.us/img163/1482/unledaub.png[/img]
And heres the console
[img]http://img98.imageshack.us/img98/5770/unledrix.png[/img]
Now I need to think of things to do with it
[QUOTE=Richy19;31056814]
Now I need to think of things to do with it[/QUOTE]
...put commands in it?
[QUOTE=chimitos;31056936]...put commands in it?[/QUOTE]
Don't get all revolutionist on us now
I hate when people make a crappy app but have tons of superfluous debug information scrolling down the screen to try and impress people with their screenshots.
"Framerate: 20 FPS"
Desired Framerate: 60 FPS
Offset From Desired Framerate: 40 FPS
Percent Error From Desired Framerate: -66.66%
Framerate: Poor
Time Updated Since Last Frame: 0.05s
Running Since: 3:15 PM
Current Time: 3:16 PM
Number of Characters Onscreen: 0
Calculating Pi: 3.1415926535
Speed of Light: 2.997 924 580 e+8"
Rather annoying..
I like to know how small changes affect the performance of my programs
[QUOTE=Downsider;31057793]I hate when people make a crappy app but have tons of superfluous debug information scrolling down the screen to try and impress people with their screenshots.
"Framerate: 20 FPS"
Desired Framerate: 60 FPS
Offset From Desired Framerate: 40 FPS
Percent Error From Desired Framerate: -66.66%
Framerate: Poor
Time Updated Since Last Frame: 0.05s
Running Since: 3:15 PM
Current Time: 3:16 PM
Number of Characters Onscreen: 0
Calculating Pi: 3.1415926535
Speed of Light: 2.997 924 580 e+8"
Rather annoying..[/QUOTE]
Shh, it looks cool
Anyone have any luck using ATI's GPU PerfStudio?
They don't support version 1.2 anymore, but the new, supported version (2.xx) doesn't support DirectX9.
*Is wishing he had an NVidia card*
[QUOTE=Downsider;31057793]I hate when people make a crappy app but have tons of superfluous debug information scrolling down the screen to try and impress people with their screenshots.
"Framerate: 20 FPS"
Desired Framerate: 60 FPS
Offset From Desired Framerate: 40 FPS
Percent Error From Desired Framerate: -66.66%
Framerate: Poor
Time Updated Since Last Frame: 0.05s
Running Since: 3:15 PM
Current Time: 3:16 PM
Number of Characters Onscreen: 0
Calculating Pi: 3.1415926535
Speed of Light: 2.997 924 580 e+8"
Rather annoying..[/QUOTE]
If you're talking about Richy's debug info I wouldn't call it superfluous. FPS, Average FPS and Min|Max FPS are pretty standard.
In Quadrion we use frame-time (time taken to render each frame) instead of FPS. This allows us to measure how much time it takes to go through an entire game/render loop, and then split down the time taken for render calls, the remaining time is the time taken by the CPU. This lets us easily determine whether any slow downs are due to the CPU or GPU without having to pop open perhud or run a more advanced profiler.
[img]http://dl.dropbox.com/u/16024664/frametime.png[/img]
[QUOTE=Bladezor;31058221]If you're talking about Richy's debug info I wouldn't call it superfluous. FPS, Average FPS and Min|Max FPS are pretty standard.
In Quadrion we use frame-time (time taken to render each frame) instead of FPS. This allows us to measure how much time it takes to go through an entire game/render loop, and then split down the time taken for render calls, the remaining time is the time taken by the CPU. This lets us easily determine whether any slow downs are due to the CPU or GPU without having to pop open perhud or run a more advanced profiler.
[img]http://dl.dropbox.com/u/16024664/frametime.png[/img][/QUOTE]
That's the real way to do rendering - in MS not in FPS. @FPS Min/Max/Average, I didn't see Richie's implementation, but wouldn't it be better to put it all up in the FPS display, and not on the side? (Like source's implementation).
[img]http://i55.tinypic.com/2s1u42d.png[/img]
I color-coded mine, 60+ = green, 30-60 = yellow, below that = red.
[QUOTE=Bladezor;31058221]In Quadrion we use frame-time (time taken to render each frame) instead of FPS.[/QUOTE]
I'd love to see more of Quadrion, It's pretty much what got me interested in programming.
[QUOTE=Lord Ned;31058353]I didn't see Richie's implementation, but wouldn't it be better to put it all up in the FPS display, and not on the side? (Like source's implementation).[/QUOTE]
I'm not sure if I understand what you mean. As far as we're concerned the debug info doesn't need to be pretty.
[QUOTE=Bladezor;31058449]I'm not sure if I understand what you mean. As far as we're concerned the debug info doesn't need to be pretty.[/QUOTE]
In Source, if you do cl_showfps 2, it goes:
current fps: 60, min: 32, max: 80
In the upper corner (like the picture I posted).
I was just thinking that vs. Richie's white top bar which looks cluttered.
[b]Edit:[/b]
My original comments were more generic and not specifically pointed at you guys.
[QUOTE=layla;31058374]I'd love to see more of Quadrion, It's pretty much what got me interested in programming.[/QUOTE]
We've been dead for quite a while but we just picked back up a couple weeks ago. We're actually looking for artists and more programmers. We're at the stage where we want to make a game from it but we need a rather solid game design to work off of so we have some direction.
Right now we're experimenting with space game ideas (as you can tell from the screenshot) but we don't have any actual game play.
[media]http://www.youtube.com/watch?v=CHgNOYEzz6E[/media]
This video was from last week, Shawn put the HDR back in so we threw a bunch of gun models in and killed the gravity, gave them some angular velocity and weeeee space debris hehe.
The HDR is a bit overkill in the video, we haven't really tweaked any of the parameters.
[QUOTE=Lord Ned;31058521]
I was just thinking that vs. Richie's white top bar which looks cluttered.
[/QUOTE]
The info on mine either get shown or doesnt, I cant activate only fps or timespan...
Therefore I preffer to just put it all there, dont see why people are bitching over this tho, it only affects the development team behind the program.
When the developers release their apps they either remove the ability to view it or hide it behind a command
[QUOTE=Richy19;31058824]
When the developers release their apps they either remove the ability to view it or hide it behind a command[/QUOTE]
I always make my devmode stuff really hard to find.
In my last game you had to type: "and now angry ticks fly out of my nipples" while continuously tea-bagging the third boss' corpse to get to it. :v:
Started working on this today.
[IMG]http://img607.imageshack.us/img607/9799/notadvancewars201107120.png[/IMG]
I made the tiles, but not the truck or tank graphics. There's a 2 frame idle animation for each unit and up to 8 teams (one colour per team, only red and blue are shown above).
There's a non-interactive (atm) console, too.
[IMG]http://img534.imageshack.us/img534/5055/screenshot2011071203023.png[/IMG]
[editline]12th July 2011[/editline]
Oh, and I hope Maurice doesn't sue me over the Not X name dealio. v:v:v (It's just until I can come up with a better name)
I think the whole "Not x" thing is actually pretty cool
An example of a shape-changing dialog, translated from C++ to Lisp.
[IMG]http://img29.imageshack.us/img29/7497/commonqt6.png[/IMG]
61/556 pages translated.
The texture is not ok but who cares.
Don't know where this is going.
[IMG]http://i54.tinypic.com/2hi8klw.gif[/IMG]
[QUOTE=likesoursugar;31060496]The texture is not ok but who cares.
Don't know where this is going.
[IMG]http://i54.tinypic.com/2hi8klw.gif[/IMG][/QUOTE]
I could sit here and watch that all day
too bad it doesn't loop good enough, otherwise it'd make a great avatar
The texture on the front of the right arm is off.
[QUOTE=chimitos;31060751]The texture on the front of the right arm is off.[/QUOTE]
[QUOTE=likesoursugar;31060496]The texture is not ok but who cares.[/QUOTE]
Is there some sort of network debugging program that can connect to a server and let me send custom messages etc? Or do I have to write one? Like, for example. I want to connect to a server, send a few bytes, see the responce, send a few more etc.
[QUOTE=likesoursugar;31060496]The texture is not ok but who cares.
Don't know where this is going.
[IMG]http://i54.tinypic.com/2hi8klw.gif[/IMG][/QUOTE]
Turn on texture clamping and see if that fixes it :)
[QUOTE=garym0de;31056561]main problem with the mc protocol[/QUOTE]
Its not a problem with MCs protocol at all, with java you can read byte by byte, and I'm pretty sure you can with the rest of the languages. TCP and UDP should have the size in the packet anyway. If you have a big problem with it, why don't you help notch improve it?
</rant>
[editline]11th July 2011[/editline]
[QUOTE=bobthe2lol;31060866]Is there some sort of network debugging program that can connect to a server and let me send custom messages etc? Or do I have to write one? Like, for example. I want to connect to a server, send a few bytes, see the responce, send a few more etc.[/QUOTE]
You gotta make your own, but it shouldn't be too hard.
[QUOTE=bobthe2lol;31060866]Is there some sort of network debugging program that can connect to a server and let me send custom messages etc? Or do I have to write one? Like, for example. I want to connect to a server, send a few bytes, see the responce, send a few more etc.[/QUOTE]
netcat?
[QUOTE=Bladezor;31061032]Turn on texture clamping and see if that fixes it :)[/QUOTE]
No it's just my modeling skills :P
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