[QUOTE=ZenX2;29008110]Made a certain amount of bloodloss also kill you, it was getting a bit unrealistic, but now it's good again.[/QUOTE]
Let me know if you need some specific symptoms from different kinds of damage, I have a book full of the stuff from medic training.
Is a HTC Legend okay for android w/ opengl development?
[QUOTE=r4nk_;29013232]Is a HTC Legend okay for android w/ opengl development?[/QUOTE]
Revert your avatar, christmas is over for 4 months now.
[QUOTE=DrLuke;29013451]Revert your avatar, christmas is over for 4 months now.[/QUOTE]
no [B]YOU[/B] revert your avatar
planes are [B]BORING[/B]
NorthernGate, lock your fps
[QUOTE=Tamschi;29006862]Overv, is it OK if I put this on GitHub (under the GPL with an additional permission so that plugins can use closed-source .dlls if necessary)? It was your idea after all...[/QUOTE]
Sure, it was just an idea I threw out there.
[QUOTE=likesoursugar;29013809]NorthernGate, lock your fps[/QUOTE]
I'm keeping it free for now so I can gauge how costly everything gets. I'll be sure to drop-kick it when things get more complete.
[QUOTE=gparent;29010042]Why would the development environment matter? You just have to pick the language. If your project depends on a particular IDE, that's really weird.[/QUOTE]
Um, what? I was just saying that Visual Studio is free ( express editions anyway ) and something a lot of people are familiar with.
[editline]6th April 2011[/editline]
[QUOTE=NorthernGate;29013895]I'm keeping it free for now so I can gauge how costly everything gets. I'll be sure to drop-kick it when things get more complete.[/QUOTE]
If you want to gauge how costly stuff in, put in a frame timer. Using FPS is a flawed approach unless you manually convert to time in your head (so it's better to just throw up a timer in the first place).
[QUOTE=knighty;29014483]If you want to gauge how costly stuff in, put in a frame timer. Using FPS is a flawed approach unless you manually convert to time in your head (so it's better to just throw up a timer in the first place).[/QUOTE]
Yeah, I used to see this and think "lol what" but then someone explained it to me and it was one of those "OHHHHH" moments.
20fps = 50ms
100fps = 10ms
1000fps = 1ms
10,000 = 0.1ms
The difference between 20 and 100fps is 40ms. The difference between 1000fps and 10,000fps is 0.9ms. So even though the first is a difference of only 80fps and the second is a difference of 9000fps, the first difference is MUCH bigger.
A 10,000 - 1,000fps drop still means that your new code takes 10x as much time to complete. Which may or may not be important, but ratios [i]do[/i] matter.
Especially since the actual time-cost of something is varies depending on how much of it you are doing. Like particles. If you simply measured how much time it took to render 100 particles and decided a shift from 10,000 to 1,000fps was unimportant in terms of time, you would be much chagrined when you increased the number of particles later and experience a time-cost growth of 10 times the speed of before.
and not many things are O(n) (ratios are important)
if you get slowed down 10x on n particles, you might slow down 100x with 2n particles, O(n^2)
ticking time with a few frames means nothing really, just make sure your scene is still real time is the important part.
anything over 60fps isn't really important.
[QUOTE=RyanDv3;29015926]A 10,000 - 1,000fps drop still means that your new code takes 10x as much time to complete. Which may or may not be important, but ratios [i]do[/i] matter.
Especially since the actual time-cost of something is varies depending on how much of it you are doing. Like particles. If you simply measured how much time it took to render 100 particles and decided a shift from 10,000 to 1,000fps was unimportant in terms of time, you would be much chagrined when you increased the number of particles later and experience a time-cost growth of 10 times the speed of before.[/QUOTE]
Yeah, true. It's probably best to have a readout of both.
[QUOTE=RyanDv3;29015926]A 10,000 - 1,000fps drop still means that your new code takes 10x as much time to complete. Which may or may not be important, but ratios [i]do[/i] matter.
Especially since the actual time-cost of something is varies depending on how much of it you are doing. Like particles. If you simply measured how much time it took to render 100 particles and decided a shift from 10,000 to 1,000fps was unimportant in terms of time, you would be much chagrined when you increased the number of particles later and experience a time-cost growth of 10 times the speed of before.[/QUOTE]
Honestly, no. The ratios mean absolutely nothing. All that matters is the exact amount of time something takes to do. As soon as you start thinking in ratios, you have pointless data. "It runs half as slow" requires you to know the base of what you're working off. And if you do want ratios, you can still do that if you output frame time instead. You will appreciate how shit using FPS to time stuff is once you are doing more than just a single task.
Anyway.
[img]http://i.imgur.com/QEoPb.png[/img]
Working on some more of the GUI side of things. Also support queries now, as well as action text and a few other commands. God damn I'm really gonna end writing a full IRC client aren't I...
Hey guys, I've got a bit of a problem with my visual studio 2010 - it crashes whenever I start it up.
I'm running windows 7 64 bit ultimate, and this is the error I get when debugging the problem using visual studio 2010 debugger.
"Unhandled exception at 0x760eb727 in devenv.exe: 0xE0434352: 0xe0434352."
Then when I hit "break", the debugger goes and crashes on me.
Anyone else getting this / know what could be causing it / know how to fix it?
[QUOTE=Azur;29018078]Hey guys, I've got a bit of a problem with my visual studio 2010 - it crashes whenever I start it up.
I'm running windows 7 64 bit ultimate, and this is the error I get when debugging the problem using visual studio 2010 debugger.
"Unhandled exception at 0x760eb727 in devenv.exe: 0xE0434352: 0xe0434352."
Then when I hit "break", the debugger goes and crashes on me.
Anyone else getting this / know what could be causing it / know how to fix it?[/QUOTE]
I had a debugger crash lots once on me because i had an AV installed/dll from AV that loaded up and caused a crash. Though this is probably something different :v:
Also, for problems there is a "what do you need help with thread" that might be more appropriate in the future
[QUOTE=Icedshot;29018146]I had a debugger crash lots once on me because i had an AV installed/dll from AV that loaded up and caused a crash. Though this is probably something different :v:[/QUOTE]
Yeah, my main issue is that Visual Studio won't even start up, I want to get that sorted before I worry about why the debugger isn't working.
[QUOTE=Icedshot;29018146]Also, for problems there is a "what do you need help with thread" that might be more appropriate in the future[/QUOTE]
Ah yeah, I clicked the wrong tab.. Woops.. sorry about that.
[QUOTE=knighty;29017999]God damn I'm really gonna end writing a full IRC client aren't I...[/QUOTE]
At least you have something to work on.
..
... :smith:
[QUOTE=iNova;29019150]At least you have something to work on.
..
... :smith:[/QUOTE]
At least you're able to work on something.
..
...:smithicide:
[QUOTE=knighty;29017999]Honestly, no. The ratios mean absolutely nothing. All that matters is the exact amount of time something takes to do. As soon as you start thinking in ratios, you have pointless data. "It runs half as slow" requires you to know the base of what you're working off. And if you do want ratios, you can still do that if you output frame time instead. You will appreciate how shit using FPS to time stuff is once you are doing more than just a single task.
[/quote]
I never said anything about the importance of frametime or/with respect to fps. I'd say that frametime is far more useful a figure than fps, diagnostically speaking. All I was pointing out is that when you are talking about feature X, you should think about in terms of feature X.
If it took A time before, and now it takes 10A, that's useful information. Whether you lost 10ms in feature X vs 20 ms in feature Y is meaningless information because obviously those features do different tasks; how long it takes them is incomparable.
Obviously these times add up together to give you your final application frametime, but I don't see how this fact has any diagnostic importance. Like another person said; keep it over 60fps (or whatever that is in frametime)
I finished camera movement for my shooter! :buddy:
[QUOTE=knighty;29017999]Honestly, no. The ratios mean absolutely nothing. All that matters is the exact amount of time something takes to do. As soon as you start thinking in ratios, you have pointless data. "It runs half as slow" requires you to know the base of what you're working off. And if you do want ratios, you can still do that if you output frame time instead. You will appreciate how shit using FPS to time stuff is once you are doing more than just a single task.
Anyway.
[img_thumb]http://i.imgur.com/QEoPb.png[/img_thumb]
Working on some more of the GUI side of things. Also support queries now, as well as action text and a few other commands. God damn I'm really gonna end writing a full IRC client aren't I...[/QUOTE]
As someone with a lot of experience with both C++ and C#, how much would you say porting your rendering engine to C# would impact it's performance?
Not much, if at all. Unmanaged vs managed DirectX doesn't really matter because my engine is entirely GPU bound. If it had complex AI/path finding it would be a different matter.
[QUOTE=RyanDv3;29019257]I never said anything about the importance of frametime or/with respect to fps. I'd say that frametime is far more useful a figure than fps, diagnostically speaking. All I was pointing out is that when you are talking about feature X, you should think about in terms of feature X.
If it took A time before, and now it takes 10A, that's useful information. Whether you lost 10ms in feature X vs 20 ms in feature Y is meaningless information because obviously those features do different tasks; how long it takes them is incomparable.
Obviously these times add up together to give you your final application frametime, but I don't see how this fact has any diagnostic importance. Like another person said; keep it over 60fps (or whatever that is in frametime)[/QUOTE]
Keep it above 60 works as a good metric if you're working with something you can keep easily above 60. When I'm doing stuff I tend to be trying to shave parts of milliseconds off of lighting or what not. Going from 61 -> 60 fps means absolutely nothing. Lighting taking 5.5 milliseconds instead of 5.6 milliseconds, does. If you want to be optimising code, you need to look at the EXACT time that various things take. The fact that you say "keep it over 60fps" as if it's all you need to worry about clearly points out that you haven't done this kind of thing before.
edit: Btw that wasn't supposed to be offensive, I just don't think you'd be saying it if you had.
[QUOTE=Darwin226;29019458]As someone with a lot of experience with both C++ and C#, how much would you say porting your rendering engine to C# would impact it's performance?[/QUOTE]
By about 20%, But it really depends on what you are doing.
[img]http://gyazo.com/d2a963dbb2869e1666e7f9151f0a7744.png[/img]
Game of life.
[QUOTE=Moustach3;29020130][img_thumb]http://gyazo.com/d2a963dbb2869e1666e7f9151f0a7744.png[/img_thumb]
Game of life.[/QUOTE]
Langton's ant?
Would you say a 100-150 ms for a bubble sort on 100 elements is decent for an interpreted language?
[QUOTE=knighty;29019543]
Keep it above 60 works as a good metric if you're working with something you can keep easily above 60. When I'm doing stuff I tend to be trying to shave parts of milliseconds off of lighting or what not. Going from 61 -> 60 fps means absolutely nothing. Lighting taking 5.5 milliseconds instead of 5.6 milliseconds, does. If you want to be optimising code, you need to look at the EXACT time that various things take. The fact that you say "keep it over 60fps" as if it's all you need to worry about clearly points out that you haven't done this kind of thing before.
edit: Btw that wasn't supposed to be offensive, I just don't think you'd be saying it if you had.[/QUOTE]
Please do me the favor of actually reading what I said. I said [i]do not[/i] use fps.
And if I would be offended by your post, it would not be your under-assessment of me as a programmer, but the fact that you clearly are more interested in arguing with me than in what I have to say.
[QUOTE=r4nk_;29013232]Is a HTC Legend okay for android w/ opengl development?[/QUOTE]
I'd get something a bit more high end, you'll get crap performance on the OpenGL side of things in older snapdragon processors.
[img]http://dl.dropbox.com/u/21571661/raytrace.png[/img]
Game Maker's OK if you aren't a huge retard
Damn I was going to give it a try :(
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