Search found 22 matches
- April 20th, 2020, 11:17 pm
- Forum: Everything
- Topic: Learning and messing around
- Replies: 34
- Views: 21612
Re: Learning and messing around
So I'm working on something that will hopefully become my (or is it mine?) first properish game. Currently it's still is in super early phase so there's not much to do, but here is the source anyway. Won't be publishing the compiled game for now since well not that much point in doing it at this sta...
- March 28th, 2020, 12:19 am
- Forum: Everything
- Topic: Sprites are kinda slow
- Replies: 9
- Views: 3654
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 ...
- March 27th, 2020, 7:17 pm
- Forum: Everything
- Topic: Sprites are kinda slow
- Replies: 9
- Views: 3654
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 ...
- March 26th, 2020, 6:46 pm
- Forum: Everything
- Topic: Sprites are kinda slow
- Replies: 9
- Views: 3654
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...
- March 26th, 2020, 3:03 am
- Forum: Everything
- Topic: Sprites are kinda slow
- Replies: 9
- Views: 3654
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...
- March 2nd, 2020, 7:56 pm
- Forum: Everything
- Topic: Learning and messing around
- Replies: 34
- Views: 21612
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.
- February 26th, 2020, 11:15 pm
- Forum: Everything
- Topic: Learning and messing around
- Replies: 34
- Views: 21612
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)?
- February 18th, 2020, 10:53 pm
- Forum: Everything
- Topic: Learning and messing around
- Replies: 34
- Views: 21612
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.
github link
edit: Probably should also say that I'm talking about the loading file part.
- February 15th, 2020, 5:47 pm
- Forum: Everything
- Topic: Learning and messing around
- Replies: 34
- Views: 21612
Re: Learning and messing around
yep tut 3 c-string homework
- February 14th, 2020, 8:42 pm
- Forum: Everything
- Topic: Learning and messing around
- Replies: 34
- Views: 21612
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)...