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Old 04-12-2012, 07:07 PM   #201 (permalink)
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Well.. managed to shave 4-5 seconds off it anyway.
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Old 04-12-2012, 08:23 PM   #202 (permalink)
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Quote:
Originally Posted by Sir-Ex View Post
alright so it's just the complexity of the system itself then..

hmm..


13 seconds is a long time, even if it is a function that only needs to be called once when loading a level.


This will take some thought.








Immovable platforms would be the easiest fix.... but that would be horrible if I had to give up game features that I want in there just because of a lack of programming finesse. No. I will fix this. Properly.
wait... the function you are talking about that is slow... is being run when a level is being loaded???

no need to optimize dude... you play video games... ever notice how fucking long it takes for a level to load? because they have to do shit like this...

if this is a per-frame function... is it really too slow, i mean is the game noticibly laggy (<30 FPS? add an FPS counter BTW).. if not, leave it alone... if yes, post the code ..
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Old 04-12-2012, 08:38 PM   #203 (permalink)
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Yeah it's part of the loading process. Doesn't effect the gameplay flow in the least. Actually drawing out a path to take for an object takes around a second.


The only reason it is a concern is because loading times are a different type of issue with this game due to the SRE (simulated reality engine, as I'm coining it because it sounds cool). So any way I can cut down on load times the better.
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Old 04-12-2012, 08:51 PM   #204 (permalink)
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Haven't understood whats been going on in your thread lately but good work nonetheless ex!

We need an updated video
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Old 04-12-2012, 08:55 PM   #205 (permalink)
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why is it an issue? what does your 'SRE' making you optimize code that doesn't need to be any faster for?? let the load times grow man... my best advice is keep it moving.. premature optimization really is the root of all evil (eg, you could have spent that time adding a new feature...)... just my 2 cents
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Old 04-12-2012, 09:02 PM   #206 (permalink)
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That's a couple weeks away.

Once I wrap up the pathfinding (should be done tomorrow), I gotta create a walking animation and that's gonna take a few days and then throw in the new HUD elements... I'll try to have it in a week, but won't let it take any more than 2, and I'll show a vid of a final character design featuring full graphics detail of my animation system.

1st vid will probably just be walking around through a maze or something.

and a few more vids will come as I complete new animations, cuz after this pathfinding it's gonna be a few weeks of animating: walking, climbing, jumping, crouching, crawling.

Work work work!
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Old 04-12-2012, 09:06 PM   #207 (permalink)
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Quote:
Originally Posted by toastyroach View Post
why is it an issue? what does your 'SRE' making you optimize code that doesn't need to be any faster for?? let the load times grow man... my best advice is keep it moving.. premature optimization really is the root of all evil (eg, you could have spent that time adding a new feature...)... just my 2 cents
Learning how to optimize this sort of code now is gonna save me time in the long run. Just in the past few days I've learned some new tricks to make things quicker, stuff I will know ahead of time and know to do right off the bat. I'm conscious of the dangers of spending too much time, worry not.

The SRE simulates the physical systems of the game world as a function of time.
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Old 04-13-2012, 07:03 AM   #208 (permalink)
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fair enough.... time wasted on gaining knowledge is probably the better way to waste time
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Old 04-13-2012, 09:44 AM   #209 (permalink)
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lol

seriously though. One thing in particular I'm thinking of, a little thing like storing a variable one way and calling it that way, vs storing a variable one way and calling it another way made a noticeable difference. That's something that'll be recurrent over and over throughout this process so.. doing this little bit of optimization early on but not on every single thing throughout is gonna make the entirety better because it's taught me to be a better programmer now instead of later when I have hundreds of times more to look at.
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Old 04-13-2012, 10:13 PM   #210 (permalink)
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Just about wrapped it up. I'm just too tired to get it all done tonight, I feel the verge of a headache and i remember what happened last time I crossed that line.


So I'll just post this, which is a visual reference I made for myself showing the functions involved in the pathfinding system.
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Old 04-18-2012, 12:37 AM   #211 (permalink)
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April 18, 2012 -- log

- I am getting quite good at this programming thing now. Feeling very comfortable with what I'm able to do. Just finished a decent sized sub routine and it worked, the 1st time. That's a good sign.


- Alright. Pathfinding algorithms are all DONE. Animating begins tomorrow.
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Old 04-20-2012, 08:26 AM   #212 (permalink)
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it worked the first time??? lol... that's cute... nothing, ever works the first time... if it did, likely that means the problem with it is so abstract that it will turn around and bite you in the ass 10 times harder then you could have imagined down the road... </mostly serious>

also.. lol @ that image you posted... that's even cuter, dude... haha... damn nigga, get yourself Visio FFS!!!!! (bootleg it from a torrent if you have to... you will thank me later)
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Old 04-20-2012, 08:34 AM   #213 (permalink)
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Look man if you want me to take you seriously don't call me cute please.
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Old 04-20-2012, 08:37 AM   #214 (permalink)
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i've beein in jail for the last week... and i just got out & haven't seen a RL woman yet... you better be careful cuz I might really start thinking your cute
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Old 04-20-2012, 11:28 AM   #215 (permalink)
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April 20th -- log

- Pathfinding system NOT done. Predicted a potential vector for error in some some circumstances involving the collision perimeter of the pathfinding object. Will take some time to address. Next gameplay vid postponed.


- Well I'm pretty sure I fixed the problem. I don't think I'm gonna be so bold as to say things are DONE any more, what with all them capital letters and all.
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