Search found 21 matches

by SunTroll
March 28th, 2020, 12:19 am
Forum: Everything
Topic: Sprites are kinda slow
Replies: 9
Views: 92

Re: Sprites are kinda slow

I was having something in mind not sure how easy it would be. From what I know if you have something like: bullet { pos; vel; } and one thread tries to read pos while another thread is writing into it that is BAD. But it should be fine having something like: bullet { pos; vel; renderPos; } and then ...
by SunTroll
March 27th, 2020, 7:17 pm
Forum: Everything
Topic: Sprites are kinda slow
Replies: 9
Views: 92

Re: Sprites are kinda slow

Yeah that seems workable but Is chili framework locked to 60 fps or does it run faster when connected to faster monitor? Also wonder how hard it would be to seperate the draw and updating thread? I did a super simple multithreading test about a weak ago and setting that up was fairly easy. #include ...
by SunTroll
March 26th, 2020, 6:46 pm
Forum: Everything
Topic: Sprites are kinda slow
Replies: 9
Views: 92

Re: Sprites are kinda slow

4000, 6500, 11000 What are these numbers? That is the number of sprites I was able to draw before I started to stutter. That's about 1.6 performance up for nonChroma and another 1.6 for loop and about 2.7 for the sprite to loop What are you trying to say here? how many more sprites I was able to dr...
by SunTroll
March 26th, 2020, 3:03 am
Forum: Everything
Topic: Sprites are kinda slow
Replies: 9
Views: 92

Sprites are kinda slow

Don't misunderstand me they are great but when I compared the draw speed of sprite, noChromaSprite, and just a yxPutPixelLoop I was able draw: 4000, 6500, 11000 sprites in simple for loop (before it started to stutter in release64). That's about 1.6 performance up for nonChroma and another 1.6 for l...
by SunTroll
March 2nd, 2020, 7:56 pm
Forum: Everything
Topic: Learning and messing around
Replies: 33
Views: 3709

Re: Learning and messing around

I usually don't post homeworks but this one ended being so much different than chili version that I will post it so here it is stack_pp also apparently now I "upgraded" to double star programmer.
by SunTroll
February 26th, 2020, 11:15 pm
Forum: Everything
Topic: Learning and messing around
Replies: 33
Views: 3709

Re: Learning and messing around

So every eof is also a fail but not every fail is eof (since iirc you can fail without triggering eof)?
by SunTroll
February 18th, 2020, 10:53 pm
Forum: Everything
Topic: Learning and messing around
Replies: 33
Views: 3709

Re: Learning and messing around

This seems to work but I'm curious why I get in.fail() instead of in.eof()?
github link
edit: Probably should also say that I'm talking about the loading file part.
by SunTroll
February 15th, 2020, 5:47 pm
Forum: Everything
Topic: Learning and messing around
Replies: 33
Views: 3709

Re: Learning and messing around

yep tut 3 c-string homework
by SunTroll
February 14th, 2020, 8:42 pm
Forum: Everything
Topic: Learning and messing around
Replies: 33
Views: 3709

Re: Learning and messing around

Fibunator #include <conio.h> void Print(const char* s) { for (; *s != 0; s++) { _putch(*s); } } void Read(char* buf, int size) { const char* const end = buf + size - 1; for (char c = _getch(); c != 13 && buf < end; buf++, c = _getch()) { _putch(c); *buf = c; } *buf = 0; } int Str2Int(const char* s)...
by SunTroll
February 8th, 2020, 8:17 pm
Forum: Everything
Topic: Learning and messing around
Replies: 33
Views: 3709

Re: Learning and messing around

Yeah there is a no way to tell enemy hp but you just keep shooting him until he dies. Did you manage to get him to switch phase (core turns green)? General tips: 1st. use bombs a lot! 2nd. slow time can be nice but would need indicator (you can fuck up if you expect it to slow down and it doesn't). ...