| |
| |
| |
|
Page: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Comments:
<0> it's much faster than using two int16's <1> no it's not <1> youre neglecting cache size <0> think about an add that overflows <0> that's going to cause you lots of operations <0> as opposed to one int32 add <1> x86 does 16bit fine, it's only a little slower <0> which fits in cache smaller <1> maybe on the DS <0> the DS, the PC, the N64 <0> the PSP <1> nah, you're wrong <0> newp <1> how much faster do you think it is <2> ten gajillian times?
<0> 6000 particles faster on my P200, as compaired with 8000 at 85 fps <0> because the add operation skrews u in teh buttox <1> how many add operations overflow? lawl <0> and that is one of the most common operations <0> all of them when your kode is time based <1> we're talking tiles here, not 16 to 32bit math <1> its all 16 <0> if you don't use sub-tile logix u are a losar <2> The only downside of being away for a week: 2497 emails waiting to be deleted. <1> nah you're on crackzo ghalezors <1> if you could fit tile coords on a uchar8 i'd say go for it <0> build a speed test that shows I'm wrong and I'll show you where u did wrong <1> lol <1> you're the reason games these days need 1GB of ram <0> let's say 32K additions of 1/85th of a second <0> lawl <0> no <0> two 16 bit ints take up the same size as 1 32 <1> "so what if all we need is 8 bits, 128bits is faster" <1> lol <0> you're trying to get onto something else <0> don't make me fuq u after munday night <1> ? <3> I blame management, if management didn't keep giving coders the latest, greatest, start of the art machines, games wouldn't need those same machines to run :) <1> he's storing tile coords, so the smaller you can fit them in, do it <1> the SMALL cost of not being native int size is very small on x86 <0> right <0> but for fixed point math which is what I thought you were talking about <0> you want both high and low in one int of some size ;) <1> lawl fixed point <4> this is like a break dance fight with coders. <0> int32 = (int16_1 | (in16_2<<16)); <1> i wasnt talking fixed point foolzio <1> those were 2 tile coords <0> that's what made me think you were <1> if you were doing fixed point in 32bit you'd do 24.8 <0> unless u need some kewl stuff like 20.12 <1> i dont know if there is that much adv. not using floats these days anyhow <0> if you are still in 2D directdraw land it helps <0> but why the funk would you do that <1> how does it help <0> the conversion from float is killer <1> the small, if any, increase in performance you get from being fixed point would be outweighed by the fact you have gigahz of power behind you anyhow <0> which is why you should be 3D anyways <1> you'd have to be calculating nasa flight paths i think to make that big a difference in a directdraw game <0> since a GF2MX can handle it <0> well <0> I push lots <0> and when you do that stuff is noticeable <1> i hate floating point for 2d, except for physics related stuff <1> i try to go all int <0> fixed point mutha funka <1> no pixel accuracy is good enough for me <0> lame <0> R-Type DX for the GBC was sub-pixel accurate <1> subpixels is 1998 <0> we do mega-subpixels now <1> oh yeah r-type dx, game of the year <1> lawl <0> like tru ballers <1> what size did you use for subpixel
<1> 32+32 ? <5> 64 <0> 32 sub pixels? I use 16bit sub pixels <1> 32 + 32 would be faster if your grid was small <6> isnt sub pixel just rendering at high resolution then downscaling? <1> it could be flashed but it's also like related to movement and **** <1> like i can move 1/10 of pixel each frame <1> after 10 frames it moves a pixel <6> ahh <1> it usually makes physics and **** more accurate in a 2d space <6> but the next pixel in the first frame will have 1/10 of the final pixel wieght.. <6> sometin like that? <1> donno if you'd go that far, but you could <0> I can move 1/65536 a pixel a frame <0> it's da bomb <6> ahaha <1> your graphics take that into account? <0> yes <1> or is it just a var <1> how <0> anti-aliasing <1> oh right <0> that's where the 3D r0x too <1> youre in 3d->2d <1> newb <0> yes <0> suqr <1> its too painful to do perpixel weights in pure directdraw <6> ghal's boss: "ohh.. it crashed.." Ghaleon:" nah boss.. its moving 1/65536 pixels a frame!!" <1> youd have to go over each sprite and manually tweak it <0> flashed: nah <6> ghal's boss: "ohh.. it crashed.." Ghaleon: "yes sir :(" <0> on da DS you only get like 1/4096 <0> been a while since DS has crashed on our code <0> the project I work on right now is terrible tho <1> s/while/an hour <0> newp <0> our code is solidz <6> s/solidz/liquidz <0> and probably has a smaller memory footprint than NewbstaR technologies <1> s/smaller/much larger <6> footprint?? <1> sif guy, youre just a random guy pretending you know optimization <0> 2.5MB u newb <1> work on emulation and asm for old systems <1> where you have 4 or 8KB of ram <0> from what I know you work on da emulator <1> pfft 2.5MB I wish I used that much <0> which takes up like 15MB for yer silly "Ghost" <0> ;D <1> take a puff and p*** my bong back <0> billabong <1> arent you tired of coding for your company and making them money yet ghaleon <7> sounds like one of those commercials during jerry springer commercial breaks <8> hey <5> niihau, geoffh <1> did you finish that horse game geoff <8> nope <1> whats the status <8> ditched due to lack of funds and an uncooperative artist <1> wasnt it working somewhat though <7> artists are tough to work with <8> yeah, it was a finished game <8> at least one of them was <1> i noticed there are a lot of horse games out there now <8> i had 2. the other was ok, but needed some art fixes and better logic <9> are we that difficult to work with? <8> yeah, the niche markets are widening <7> yes <7> you guys stink <8> artists are the biggest pain in the *** <7> i roll up and go <7> "yo, make me this that and the other" <9> hehe :) ..yeah...
Return to
#gamedev or Go to some related
logs:
#nhl #goal #computers #heroin chudi tore
#computers #cisco #microsoft #solaris #linuxhelp
|
|