About Monkey 2 › Forums › General Programming Discussion › How much faster? Also whats not in?
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wiebow
2 years, 8 months ago.
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July 24, 2016 at 8:49 pm #2399
I have a game coded in MonkeyX using mojo, at present its shoving around about 400-500 images that are scaled, rotated and sometimes coloured. How much of a speed increase would I get if I recoded the whole thing in MonkeyX2?
Also compared to MonkeyX1 what isnt currently in MonkeyX2?
July 25, 2016 at 1:04 am #2409It’s exactly about x√π faster, on OS X.
July 25, 2016 at 7:08 am #2420So it’s only as fast as I can make it, I was just wondering if SDL made a difference
Also what is currently missing?
July 25, 2016 at 9:26 am #2423You could write a little test for the things you’re after, shouldn’t be too much trouble when you’re familiar with monkey already. Use the docs/bananas/source/forum for any kind of info.
I guess currently Monkey is more mature and complete but m2 is a lot more fun again (more like Max). It’s work in progress, incomplete, some aspects are in a rough state. Some things work just fine, others cause quirks, sometimes you can workaround, sometimes you don’t really want to but it’s in active development.
When you’re interested in using a Blitz product in the future, Mark can keep on fixing and enhancing things, makes good decisions, … it might turn into a very enjoyable product. You can have fun and playing around with it already.
July 25, 2016 at 10:48 am #2426Imagine you would write a program in a rocket orbiting around earth in space but the program runs on a machine on earth. The faster you travel with your ship, the faster the program will be executed for you (the cray-time-factor).
Depending on how long and fast you did this, once your return to earth and pop out of your rocket, people might look at you in a weird way. Look at this dude, what kind of old hardware he’s is running. His algorithm is pretty oldskool too and …
July 25, 2016 at 12:12 pm #2434I’d say you’d get a speed boost although I didn’t use monkey1 much, it does seem to be a fair bit faster than Blitzmax though in my tests. When I was converting my collision code I had a test to see how many polygon collisions could be done in 1 second. Max gave me 1.3mil whereas initially I got 3.7mill in mx2. Then after I optimised it more to use structs and stacks I pushed that up to 5.5mill. That’s one of the things I like about mx2 – the fact that you seem to have more options when it comes to optimising.
As far as rendering goes I doubt there’s much improvement there as I don’t think there’s that much difference between the mojos, but again you’re probably more flexible in what you can do to improve things.
I don’t think there’s a great deal missing other than targets (android, iphone etc), don’t think there’s reflection yet. There’s possibly even a gain to be had in that you get lambdas, function pointers, structs, stacks, plus easier to import external c/c++ libs which correct me if I’m wrong is not in monkey1.
I’d say just go for it, the more people trying it out and reporting issues the better it can get
July 25, 2016 at 12:22 pm #2435Note: I am talking about desktop applications here. If you want to do Android, then better wait a bit more.
From an all round functionality point of view: I’m working on my framework and I have the bare essentials up and running and I’m quite happy with the results so far! Yes, some areas are not documented very well (or at all) but things mostly seem to work.
I miss some stuff: image>image collisions for example. That is the main thing I would like to see added!
Other than that, I have no immediate needs and I am about to port my Choplifter clone that I’ve made in Max to Monkey2. This is a slightly larger game and a good use case of M2’s usage (for me) on desktop.
July 30, 2016 at 5:32 pm #2557Did somebody say Choplifter clone?
July 30, 2016 at 5:35 pm #2558Will begin porting and see where I go from there
August 1, 2016 at 8:08 am #2608 -
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