On 09/09/2015 07:28 AM, Benoît Minisini wrote:
> 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
On 09/09/2015 09:08 AM, Tobias Boege wrote:
On Wed, 09 Sep 2015, Kevin Fishburne wrote:
The actual mechanics for loading the assets are Tobias Boege's
ObjModel.class for loading Wavefront OBJ files (3D models)
Are you sure it's my code? I don't even know what a Wavefront is :-)
But I haven't
Le 11/09/2015 03:52, Kevin Fishburne a écrit :
> On 09/09/2015 07:28 AM, Benoît Minisini wrote:
>> 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
On 09/10/2015 10:02 PM, Benoît Minisini wrote:
> Le 11/09/2015 03:52, Kevin Fishburne a écrit :
>> On 09/09/2015 07:28 AM, Benoît Minisini wrote:
>>> 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
Le 11/09/2015 04:20, Kevin Fishburne a écrit :
> On 09/10/2015 10:02 PM, Benoît Minisini wrote:
>> Le 11/09/2015 03:52, Kevin Fishburne a écrit :
>>> On 09/09/2015 07:28 AM, Benoît Minisini wrote:
Hi Kevin, Looking quickly at your live twitch, I noticed that
apparently, if I'm not wrong,
Le 11/09/2015 04:15, Jussi Lahtinen a écrit :
> If ObjModel.Load() turns out to be the bottleneck, you can convert the MD2
> files (always make back up of the originals) as binary. And thus load them
> directly to the arrays, which is much faster.
>
>
>
> Jussi
>
That routine should be first
If ObjModel.Load() turns out to be the bottleneck, you can convert the MD2
files (always make back up of the originals) as binary. And thus load them
directly to the arrays, which is much faster.
Jussi
On Fri, Sep 11, 2015 at 5:02 AM, Kevin Fishburne <
kevinfishbu...@eightvirtues.com> wrote:
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
On Wed, 09 Sep 2015, Kevin Fishburne wrote:
> The actual mechanics for loading the assets are Tobias Boege's
> ObjModel.class for loading Wavefront OBJ files (3D models)
Are you sure it's my code? I don't even know what a Wavefront is :-)
But I haven't found any mention of ObjModel in my mail
I initially noticed the slow loading from some demo version you shared to
the list.
There are games having more than 1 GB of data which still loads faster.
So, I'm pretty sure you do something in suboptimal way.
If you can show some code there are people who could help you.
Jussi
On Wed, Sep
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.
--
Kevin Fishburne
Eight Virtues
I'm sure your game loading times could be heavily optimized.
What method you use? Are you loading everything once, or rest by demand?
Jussi
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
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
13 matches
Mail list logo