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I continue with this, but stuck in the threads, it’s really complicated when BlitzMax doesn’t have support, and Xors3D is equally forgotten and I perceive that I’m the only one who uses it. But it’s usually fun.
At this point, trying to understand the threads in programming, testing, learning from experience and I believe in this I have managed to solve problems with the thread loading resources where a third machine with an I7 processor takes about three minutes to load the game, where in my old computer lasts about 10 seconds.
But apparently this is better, and I have managed to adjust the stable load times, I repeat this is trial and error and if necessary I have no idea how it works, so apparently the load times are good, both in a debug executable and one built for final release. This implies that I have learned certain things on a brute-force basis, such as compiler options and strange things in the threads.
Good luck.
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No more headache to think that in my pc, e8400 dual intel, two gigas in ram, zero that can last months.
This for me is very strange, always something new to learn. With blitzmax you always learn something new. It turns out that I saw something called reflection in Monkey 2, and it turns out that BlitzMax offers this although in a reduced form, but that is not the case, I found a command called Framework, this implies that if I use it I have to import what my project needs exclusively and therefore the executable is three times smaller. Things that amaze me.
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Monkey12345Framework Engine3D.engineImport brl.threadsImport brl.linkedlistImport brl.system

Finish Map for level.



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