cocon

Forum Replies Created

Viewing 15 posts - 31 through 45 (of 342 total)
  • Author
    Posts
  • in reply to: Updating from 2018/06 to 07 #15111

    cocon
    Participant

    “the windows was slow starting on a fast machine”

    This means any of the possible:
    a) Using the Ted2Go IDE? (if is something related to the IDE)
    b) Compiling speed of a demo? (it’s true that MINGW compilations are slow – however only for usage licence is a great choice)
    c) Running speed of a demo? (if the demo runs slow – if it’s not 3D it might be something with event processing (eating CPU cycles) – or if it’s 3D it might be something with the GPU/Directx drivers.

    How about CPU/RAM usage is it normal? It happened to me once to get a terrible trojan that would boost my CPU usage to maximum. 😉

    Still trying to guess any possible solution.

    in reply to: Frustum Culling – Is this ok? #15014

    cocon
    Participant

    Frustum culling is based on simple collision detection. The math in it are only the means to calculate the shape’s volume and then perform collision detection tests and figure if a point is inside this volume.

    Your implementation in terms of frustum culling is right, also you take it to the next level which is about hierarchical organization of the scene. Here you use spaces of fixed size which looks like a grid.

    One idea for using space partitioning:

    This way of splitting up the scene would work fine in simple terms, I would not see something wrong about it. Most of the gaming industry has settled to nested space partions like binary/quadtree/octree. It means basically that a space contains many other spaces (in terms of hierarchical organization) – resulting to an actual tree structure. Each one is supposed to be an alternative way of managing the data structures. For example imagine that you would travel in a desert (which the environment is in the majority much empty) and then suddenly you would enter a small cave where it has lots of stuff in it. This would be a good case of using nested space partition.

    Here is an example of space partitioning:

    You can look at the OGRE source to see the Octree implementation. In Doom/Quake you can see the BSP implementation.

    in reply to: Sprites in cross setup for grass. #15013

    cocon
    Participant

    Sprites are considered to be 2D objects lying around on the 3D space , planes are real 3D meshes on the other hand.

    In real OpenGL terms, their implementation is exactly the same. Imagine however that if you used only planes and you wanted to be presented as sprites you would have to iterate all of them and apply the matrix transformation (costs CPU time). Sprites do this transformation right from inside the shader and for that saves CPU time.

    in reply to: Inside the Julia set… #15007

    cocon
    Participant

    Nice idea.

    in reply to: Monkey2 Build From Source Help #15005

    cocon
    Participant

    This reminds me of the CMAKE gui where you place the variables you want. 🙂

    in reply to: Monkey2 Build From Source Help #15002

    cocon
    Participant

    Due to Visual Studio getting updated here and there, you will have to set the correct versions in the configuration file as well.

     

    MX2_MSVC_TOOLS_DIR=${MX2_MSVC_DIR}\Tools\MSVC\14.xx.xxxxx

    Go to this directory and see the version (there should be one folder with a name 14.etc.etc):
    C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC

    MX2_WINDOWS_KIT=10.0.xxxxx.x

    Open this file and see what version it says on the PlatformIdentity field:
    C:\Program Files (x86)\Windows Kits\10\SDKManifest.xml

    in reply to: Can't build with MSVC2017 #15001

    cocon
    Participant

    Alright thanks, now the building started nicely.

    These are the correct settings:

    in reply to: Windows #14994

    cocon
    Participant

    Mingw uses the GCC compiler (g++ version 4.7 if remember) and Visual Studio the Visual C++ 2017. In each case the binary executable will be always the same because the compilers will produce the same result.

    If you can use MSVC2017 on Windows7 then you won’t have any problems.

    If you want to use Linux you can develop anything you want – Monkey2 would have greate cross platform compatibility (provided that you won’t use Win specific libraries such as ms_text_to_speech_api_etc) – but the final build and testing would have to be done in a real Windows machine so you can double check and fine tune the details.

    in reply to: New here and need help learning with monkey 2 #14363

    cocon
    Participant

    You could search for books that refer to object oriented programming theory and design patterns. Other than that any code example you see (in github or the bananas folder) more or less contains everything you would be interested in, on how to use the language syntax. Unfortunately these things I say don’t help much but it’s something that has sense to it.

    in reply to: Monkey runs great on Ryzen CPU's #14351

    cocon
    Participant

    Currently I have an Intel i5 2320, the GPU is GTX 650. The system was setup years ago, back in 2011. I am still very happy with it. However the GPU suffers really bad and can’t be pushed. For example I tried Fallout 4 or Far Cry Primal and they are very slow. Most importantly I am a Blender 3D user, I won’t be able to transition to the new version with it. By testing out the EEVEE  beta I see that it runs slow enough to be annoying. 🙂

    in reply to: Can you sell the games you make? #14350

    cocon
    Participant

    Yes, you can sell the software you make. Regarding it’s status, the language is pretty much is stabilized, ready for production.

    in reply to: IEnumerable??? #14322

    cocon
    Participant

    Oh, also I see this message:

    IContainer is not a ‘real’ interface because Monkey2 does not yet support generic interface methods. This feature is planned for a future version of monkey2.

    The interface is unimplemented now, we’ll see about it in the future.

    in reply to: C to English #14315

    cocon
    Participant

    Good catch, interesting program.

    in reply to: Monkey runs great on Ryzen CPU's #14302

    cocon
    Participant

    Which model is it?

    https://www.cpubenchmark.net/high_end_cpus.html

    However I see that Ryzen processors under 200$ have very good performance. Combine this with a 200$ GPU and you’re ready to go.

    in reply to: How would you value a project ? #14265

    cocon
    Participant

    Initially you would start with a price target in your mind and then see how you can adjust to the market response. Another approach for pricing is to see what others are offering, and try to see how you can fit into the picture. You can place any crazy price you want, but it all boils down to the point if someone is interested to purchase it, which depends on the quality and the usefulness of the project.

    If for example the project is fixed and the point is to take it and use, it might be of interest to those people that are only interested in packaging (copy-cat-developers) or for example if it’s purpose is to be component based that is supposed to be easy to be mutated and used and it’s assets to be replaced (game is re-skinned) easily.

    P.S. I am not against copy-cat-development, I am against the aggressive ADS that going on there. For example if the game makes you loose within 3 seconds in order to watch 30 sec AD it means that something goes wrong. 😀

Viewing 15 posts - 31 through 45 (of 342 total)