Le 09/09/2015 06:25, Kevin Fishburne a écrit : > On Tue, Sep 8, 2015 at 10:25 AM, Kevin Fishburne < > kevinfishbu...@eightvirtues.com> wrote: >>> This is the Twitch export (to YouTube) of the live stream I broadcast >>> earlier this evening: >>> >>> https://youtu.be/lPUDxkkb4u4?t=5m30s >>> >>> 46 minutes of me working on OpenAL in Sylph using the stable Gambas PPA >>> on Linux Mint 17.2 Cinnamon. I probably needed more beer. > > On 09/08/2015 04:47 PM, Jussi Lahtinen wrote: >> I'm sure your game loading times could be heavily optimized. >> What method you use? Are you loading everything once, or rest by demand? >> > > Hey Jussi. It loads most game assets on startup, although between stages > it loads stage-specific color, sprite and wall (OBJ model files) data. > Generally all the other data is shared between stages. I do this partly > for convenience but mostly because I want to minimize load times between > stages and eliminate any "load lag" or frame-dropping during actual > gameplay. The game's fast, so the smoother it remains during play the > better the experience for the player. The philosophy here is "feel the > pain once, then forget it ever happened". > > The actual mechanics for loading the assets are Tobias Boege's > ObjModel.class for loading Wavefront OBJ files (3D models), Image.Load() > for OpenGL textures and Alure.BufferDataFromFile() for OpenAL audio > samples. When a stage is loaded is also creates arrays of display lists > so they can be shown dynamically according to an arbitrary view distance > in order to increase performance. > > I think the main reasons it took so long in the video is that I recently > downgraded my workstation to older hardware (don't ask...) and it is > loading all assets over an NFS share. Despite the gigabit LAN it's still > slower than a mechanical drive or SSD. In any case, the initial load > time is only going to get slower as more assets are added to the game, > though I don't imagine it'll become unbearable by the end (less than 60 > seconds, hopefully, on a decent system). >
Hi Kevin, Looking quickly at your live twitch, I noticed that apparently, if I'm not wrong, you are not aware of the difference between: If A And B And C Then And: If A And If B And If C Then "And" must be used for binary computation. "And If" should always be used for tests. It is faster, as it only executes a test if the previous is TRUE, while "And" always evaluates all its operands. I think you will agree to save a few CPU cycles, do you? :-) Regards, -- Benoît Minisini ------------------------------------------------------------------------------ Monitor Your Dynamic Infrastructure at Any Scale With Datadog! Get real-time metrics from all of your servers, apps and tools in one place. SourceForge users - Click here to start your Free Trial of Datadog now! http://pubads.g.doubleclick.net/gampad/clk?id=241902991&iu=/4140 _______________________________________________ Gambas-user mailing list Gambas-user@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/gambas-user