Ethernaut

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Viewing 15 posts - 271 through 285 (of 288 total)
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  • in reply to: Some key codes not working? #1149

    Ethernaut
    Participant

    Works now. Thanks!

    in reply to: Some key codes not working? #1143

    Ethernaut
    Participant

    Or maybe I don’t know how to use the keyboard modifiers?
    I’m trying something like this:

    in reply to: Collision module and performance #1116

    Ethernaut
    Participant

    Whohoo! Got about 4 million collisions with V010, 60% faster than my BlitzMax result:

    Collisions done in 1 second: 4157842

    in reply to: Can't compile any of the Bananas with V010 #1115

    Ethernaut
    Participant

    Works now, thanks!

    in reply to: Collision module and performance #1108

    Ethernaut
    Participant

    Took me a while to get BMax working again, hadn’t used it in a long time… I got these results on Os X, using both the old version of rigz.collision and the newly modified one:

    BMax (release): Collisions done in 1 second: 2592103
    M2 (release, today’s version): Collisions done in 1 second: 1711379
    M2 (release, old version): Collisions done in 1 second: 740431

    in reply to: Collision module and performance #1104

    Ethernaut
    Participant

    I was getting about 2ms/ 20ms on my macbook pro when I tried this last night.
    M2 allows you to time things in microseconds instead of milliseconds, if you want to try that. Mark offered some good info on how to do accurate timing in the Window class in this thread: http://monkey2.monkey-x.com/forums/topic/strange-slowness-using-canvas-texture/

    in reply to: Collision module and performance #1101

    Ethernaut
    Participant

     

    <edit-removed the link, since you got it working on the first post>

    Great stuff! Thanks for sharing! I’ll try to work it into an entity system, if you don’t mind me using it (with credit, of course).

    in reply to: Strange slowness using canvas texture #1062

    Ethernaut
    Participant

    Yes! That pretty much equalizes the rendering speed in both modes and gives a more accurate reading as well. But if I actually include gles20.glFinish() the render duration becomes the vSync interval, about 16ms.

    Thanks Mark, this is great information!

    P.S. Just for the record, when I turn off all the graphic visual aids and just render the sprites and 3 background layers, the rendering speed in both modes is about 0.35ms on my laptop, which is great. I’m really happy with M2’s performance so far!

    in reply to: Strange slowness using canvas texture #1058

    Ethernaut
    Participant

    Use the TextureFlags.Dynamic flag for frequently modified textures

    That improved a lot, about 2ms instead of 14ms!

    The ‘render to texture’ code path executes a ‘canvas.flush’ where-as the ‘render to window’ path doesn’t

    So, wait, is there a way to not call Flush() when drawing to a texture? Turning it off renders an empty texture, as I expected.

    As for the attachments, let me try it…

    Attachments:
    in reply to: Large EXE size? #956

    Ethernaut
    Participant

    I’m not near a computer with M2, but if I remember well the majority of the file size is coming from Mojo, if you only include Std it should drop quite a lot.

    My guess is that, unlike M1, M2 compiles everything from the source files, even if it’s unused. Makes sense, since the modules are “pre-compiled” (forgive me if I don’t use the correct terms). Seems like the upside is that M2 compiles much, much, much faster than M1 when creating desktop apps.

    But I agree, in the long term it would be ideal if some sort of “unused code stripping” becomes available, even if it comes with the price of slower compiling. Maybe we could have “release”, “debug” and “light” builds, light being slower to compile since it would recompile each used module with just the parts of the code actually used.

    I imagine that would be very helpful for Emscripten builds,  possibly lowering the download time significantly.

     

     

     

    in reply to: C++ libraries #919

    Ethernaut
    Participant

    Maybe Mark could do a FAQ on that topic? 😀

    in reply to: Suggestion: Rename Mojo2 for MX2 #917

    Ethernaut
    Participant

    Isn’t it already called just “Mojo” in M2?

    in reply to: Casting classes and subclasses #857

    Ethernaut
    Participant

    Got it. Thanks!

    in reply to: Saving #844

    Ethernaut
    Participant

    You may want to check Mollusk.

    While its support for M2 is still tentative and there are some bugs, it’s quite usable already and I find it much more “comfortable” to use than Ted. Worth the 10 bucks.

    in reply to: Creating new arrays #834

    Ethernaut
    Participant

    This works:

    I think String.Split() already returns a new array, so you don’t have to use “New” or specify the size before calling it!

    And yes, I posted in the Monkey-X forums as well, but I like posting here since it can be useful to people starting on Monkey 2.

    Cheers!

Viewing 15 posts - 271 through 285 (of 288 total)