• What are you working on? v16
    5,004 replies, posted
[QUOTE=Hypershadsy;29021691][img_thumb]http://dl.dropbox.com/u/21571661/raytrace.png[/img_thumb] Game Maker's OK if you aren't a huge retard[/QUOTE] Looks like a prophet.
[QUOTE=Darwin226;29021274]Would you say a 100-150 ms for a bubble sort on 100 elements is decent for an interpreted language?[/QUOTE] That's awful. Seriously.
[QUOTE=OrYgin;29021777]Looks like a prophet.[/QUOTE] What do you mean by "prophet"?
I'm doing some work with solid geometry in my engine. I was having some basic issues, so I made a quick little debug mode that makes a white outline marking the borders of solids. Here's a picture of me shooting some basic npcs I made that follow you incessantly. [img]http://ahb.me/2re9[/img] Here's something entirely confusing: [img]http://ahb.me/2rea[/img] The boundary solids I generated for the top and bottom of the map were only solid to the left of where they were supposed to be, so I shifted them over. When I made the debug mode, the solid appeared like it was originally in the correct place, then shifted over. Despite this, I still collide correctly, and no other solids have this problem. :psyduck:
[QUOTE=Jallen;29021890]That's awful. Seriously.[/QUOTE] It's 10 000 swaps... Not that awful :(
[QUOTE=Darwin226;29022115]It's 10 000 swaps... Not that awful :([/QUOTE] DUBS [B]D[/B]on't [B]U[/B]se [B]B[/B]ubble [B]S[/B]ort Seriously, bubble sort is the classic bad algorithm, it runs slow EVERYWHERE, terrible benchmark.
[QUOTE=Darwin226;29022115]It's 10 000 swaps... Not that awful :([/QUOTE] Honestly the fact that you've developed such a syntactically complex language is on its own impressive. I wouldn't feel bad about performance (although there's definitely a lot of room for improvement) [editline]6th April 2011[/editline] [QUOTE=Jawalt;29022311]DUBS [B]D[/B]on't [B]U[/B]se [B]B[/B]ubble [B]S[/B]ort Seriously, bubble sort is the classic bad algorithm, it runs slow EVERYWHERE, terrible benchmark.[/QUOTE] Uh no, that makes it an excellent benchmark. You want something that will take quite some time to complete so you're not working with time values which are not accurately measureable by the computer. It's especially important for an interpreted language because of the amount of repetition. It really makes optimisations stick out.
Figured out my problem; the algorithm I'm using is very picky about the order you give it vertices.
[QUOTE=Jallen;29022324]Uh no, that makes it an excellent benchmark. You want something that will take quite some time to complete so you're not working with time values which are not accurately measureable by the computer. It's especially important for an interpreted language because of the amount of repetition. It really makes optimisations stick out.[/QUOTE] Maybe he meant it gets terrible benchmarks
[QUOTE=Jallen;29022324]Honestly the fact that you've developed such a syntactically complex language is on its own impressive. I wouldn't feel bad about performance (although there's definitely a lot of room for improvement) [editline]6th April 2011[/editline] Uh no, that makes it an excellent benchmark. You want something that will take quite some time to complete so you're not working with time values which are not accurately measureable by the computer. It's especially important for an interpreted language because of the amount of repetition. It really makes optimisations stick out.[/QUOTE] I think the best way to benchmark a scripting language would be to check if it was fast enough for actual usage, not if it was fast enough to compete with other languages in algorithms that should never be used.
[QUOTE=Jallen;29022324]Honestly the fact that you've developed such a syntactically complex language is on its own impressive. I wouldn't feel bad about performance (although there's definitely a lot of room for improvement) [/QUOTE] Well, since I haven't done anything too stupid, it's time to find the bottleneck. [editline]6th April 2011[/editline] [QUOTE=Jawalt;29022472]I think the best way to benchmark a scripting language would be to check if it was fast enough for actual usage, not if it was fast enough to compete with other languages in algorithms that should never be used.[/QUOTE] The one that gives performance critical tasks to a scripting language is using it wrong.
[img_thumb]http://www.manhack-arcade.net/Content_Pack/battleships.png[/img_thumb] Battleships! I'm currently adding two-person multiplayer. I also hate Java GUI with a passion.
Been experimenting a little with networking for a few days; it's basically not going to make it to the final game (my code is way too hacky and non-OO to make MP in any way stable) and I'm doing all sorts of silly things like broadcasting game requests from client X to client Y so everyone knows about them (also weird threading stuff and dodgy timesteps and blah blah). But, here's what I had when I gave up again: [media]http://www.youtube.com/watch?v=JR092GIYNRg[/media] I tried this once before and had gameplay synced up over multiple machines (via TCP) but I can't seem to work that out with UDP (threads are messing everything up - before, networking was done in the same thread as the main stuff). On the bright side, the lobby works perfectly! Oh well, back to refactoring :eng99: edit: found a picture from my TCP attempts a couple of months back [media]http://i.imgur.com/y6wUN.png[/media]
[media]http://www.youtube.com/watch?v=RUKSRct95aI[/media] Code: (For all, Public domain, I don't care what you do with it.) [url]http://pastebin.com/6XASysWA[/url] [highlight] WARNING WORST CODE YOU WILL EVER SEE [/highlight] Also if anyone was wondering the code compiles to around 8.1KB. Also, can someone give me pointers on how to do the whole java short to int?
[QUOTE=benjojo;29022867][media]http://www.youtube.com/watch?v=RUKSRct95aI[/media] Code: (For all, Public domain, I don't care what you do with it.) [url]http://pastebin.com/6XASysWA[/url] [highlight] WARNING WORST CODE YOU WILL EVER SEE [/highlight] Also if anyone was wondering the code compiles to around 8.1KB. Also, can someone give me pointers on how to do the whole java short to int?[/QUOTE] Just thought I'd say, since so many people are terrible at making videos, that you presented that well. Looks cool. I did some stuff with pic chips at school but I never really got into it.
[img]http://www.benjojo.co.uk/fp/happ.PNG[/img] You really have no idea how that makes me feel having someone in the WAYWO that likes what you made. :unsmith:
Is the game jumpy because it's an arduino, or because your computer sucks?
[QUOTE=ZenX2;29023093]Is the game jumpy because it's an arduino, or because your computer sucks?[/QUOTE] Because it was screen share from skype, I had a friend connect to it over the internet. I said that in the video.
That's what I get from never having my laptop's speakers on :P
If I for example did a=5 it would store 5 somewhere in the memory and make "a" reference it. Then if I set "b" to reference the same 5 and did a++, should it increment "b" too, or should it store 6 in memory, make "a" reference that 6 and leave "b" as it is?
[QUOTE=Darwin226;29023475]If I for example did a=5 it would store 5 somewhere in the memory and make "a" reference it. Then if I set "b" to reference the same 5 and did a++, should it increment "b" too, or should it store 6 in memory, make "a" reference that 6 and leave "b" as it is?[/QUOTE] If I understood correctly it should increment b too, in my opinion.
[QUOTE=RyanDv3;29021471]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] I've re-read your post several times and I'm sorry but I can't really understand how you were arguing for not using FPS, except for in the first line which you seem to contradict over the course of the post. And no I'm not being argumentative on purpose, I guess I just misunderstood your post. so sorry. edit: A bit off topic but I made these for a friend. [media]http://i.imgur.com/Gd4TM.jpg[/media]
[QUOTE=Z_guy;29023554]If I understood correctly it should increment b too, in my opinion.[/QUOTE] I guess my question is: Is a++ EXACTLY the same as a = a + 1? And for that matter, is a+=1 the same thing too?
[QUOTE=Darwin226;29023641]I guess my question is: Is a++ EXACTLY the same as a = a + 1? And for that matter, is a+=1 the same thing too?[/QUOTE] Yes
[QUOTE=Darwin226;29023641]I guess my question is: Is a++ EXACTLY the same as a = a + 1? And for that matter, is a+=1 the same thing too?[/QUOTE] Unless you're talking about some higher philosophical meaning, then yes, they should be exactly the same thing. [editline]6th April 2011[/editline] :ninja:
[QUOTE=Z_guy;29023761]Unless you're talking about some higher philosophical meaning, then yes, they should be exactly the same thing. [editline]6th April 2011[/editline] :ninja:[/QUOTE] That's the opposite of what you just said. a = a + 1 means, take a, take 1, add them, get some value (let's say 6), set a to 6. a++ means, increment the value a is pointing at. The end result for both is that a is 6 but in the first one the original 5 still exists in memory and might have other references pointing to it, while in the second one the 5 became 6.
Does anybody know if the AppStore will let me use Lua in my iPhone game? I know other games use interpreted languages and bytecode interpreters, such as Graal Online. I'm also letting people host their own servers with their own weapons in Lua, is that against the TOS as well?
[QUOTE=Darwin226;29023841]That's the opposite of what you just said. a = a + 1 means, take a, take 1, add them, get some value (let's say 6), set a to 6. a++ means, increment the value a is pointing at. The end result for both is that a is 6 but in the first one the original 5 still exists in memory and might have other references pointing to it, while in the second one the 5 became 6.[/QUOTE] I guess you're not talking about memory references when you say that both a and b reference to the same 5. The way I see it, the first one would take a + 1 assign it to a and overwrite the 5 that it is referencing.
[QUOTE=knighty;29023584]I've re-read your post several times and I'm sorry but I can't really understand how you were arguing for not using FPS. And no I'm not being argumentative on purpose, I guess I just misunderstood your post. so sorry.[/QUOTE] [quote=me] I'd say that frametime is far more useful a figure than fps [/quote] I was never arguing in favor of fps. I was simply saying that the whole "10,000-1000fps vs 100-20fps" thing is a drastic oversimplification and mis-directive. While it is true, frametime should be your measurement tool ([b]not fps[/b]), the elasticity of a feature's time-cost (which can be indicated by the ratio between the time-cost of older versions ) could be more important information. Or more simply, if your code takes 10 times longer to complete than it did, that may indicate that you fucked up.
[QUOTE=Darwin226;29023641]I guess my question is: Is a++ EXACTLY the same as a = a + 1? And for that matter, is a+=1 the same thing too?[/QUOTE] They aren't exactly the same, but the effect on a is the same. ++a is the same as a += 1 a++ increments the value then returns the old value
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