Or apparently I can :[
After looking a little closer today, it just appears to my inexperienced eyes to be a throughput issue. I actually made a mistake in the last post. There's ~1000 quads, not triangles, and then another ~350 d3dxtext.draw's.
I setup some quick profiling/benchmarking around the me…
After looking a little closer today, it just appears to my inexperienced eyes to be a throughput issue. I actually made a mistake in the last post. There's ~1000 quads, not triangles, and then another ~350 d3dxtext.draw's.
I setup some quick profiling/benchmarking around the me…
Yes, 'pokey'. I got a quick test map at 60x40 running, and rendering 4 layers at 32x32 tiles on a 800x600 window. It's running at about a blistering 17 frames per second on a GeForce 6800GT [~1000 triangles].
I am skeptical that even I can make something that bad, and quick [2am] profiling shows it …
I am skeptical that even I can make something that bad, and quick [2am] profiling shows it …
Did a little moe doodling this morning in a quickie attempt to recreate my map generator I wrote for Moe in C++ [which worked pretty well actually]. The doodle didn't work too well, but that's fine. Practice is practice, and some of the code will be useful for other attempts. Better than sitting al…
I've missed a lot of MoE work due to focus on job hunting and interviews. Yesterday's interview went fairly well I think, though it was interesting to note how much more comfortable I am now with actually doing Unix work rather than Windows [since my sys-admin experience was primarily on the window…
Spent almost all of the weekend sleeping or watching hockey.
No word from last week's second interview, despite email and phone pestering. In better news, I've got two interviews lined up this week; one for a heavy mixed OS sysadmin job, and one for a dedicated code-monkey.
Go, go code-monkey!
p.s. I…
No word from last week's second interview, despite email and phone pestering. In better news, I've got two interviews lined up this week; one for a heavy mixed OS sysadmin job, and one for a dedicated code-monkey.
Go, go code-monkey!
p.s. I…
None of those things ended up implemented... instead, I ran through the Path serialization infrastructure and added flags to catch wrapping maps [more difficult than usual due to client ignorance of map size].
During debugging work, I managed to trigger a few, non-reproducable access violations in C…
During debugging work, I managed to trigger a few, non-reproducable access violations in C…
I managed to duplicate the screenshot below [9 tiles and a unit] via a new map generation infrastructure rather than explicit "create tile, create tile...".
Not flashy or glorious, but needs doing. Next is likely an actual map generator, or perhaps some basic UI objects, or maybe some generated UI …
Not flashy or glorious, but needs doing. Next is likely an actual map generator, or perhaps some basic UI objects, or maybe some generated UI …
Spent a little time today working on Moe after a lengthy nap after staying up too long watching the Detroit-Edmonton game last night. I added a logging-strategy object for both the client and server, as well as adding some basic milepost logging to the process. Something I should've done before, bu…
No word yet for job. Not much work done either. I wrote up a class for handling resource piles, but I don't care for it. I'm also pondering how to implement paths, specifically wether or not to make explicit objects for every path [~tiles*6] or merely for rivers/roads/teleporters [far less]. In my …
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