[Gambas-user] Gambas was live on Twitch

Jussi Lahtinen jussi.lahtinen at ...626...
Wed Sep 9 20:52:24 CEST 2015


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 9, 2015 at 7:25 AM, Kevin Fishburne <
kevinfishburne at ...1887...> wrote:

> On Tue, Sep 8, 2015 at 10:25 AM, Kevin Fishburne <
> kevinfishburne at ...1887...> 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).
>
> --
> Kevin Fishburne
> Eight Virtues
> www: http://sales.eightvirtues.com
> e-mail: sales at ...1887...
> phone: (770) 853-6271
>
>
>
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