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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...


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