Search found 2347 matches
- 21 Feb 2015, 15:36
- Forum: Engine
- Topic: Spring has a problem with L2 cache misses
- Replies: 35
- Views: 7248
Re: Spring has a problem with L2 cache misses
how is the graph generated? #!/bin/bash rm -r /var/tmp/oprof_data mkdir -p /var/tmp/oprof_data # start the profiler operf \ --pid $(pidof spring) \ --session-dir=/var/tmp/oprof_data \ --callgraph \ --event L3_CACHE_MISSES:10000 #--event CPU_CLK_UNHALTED:2000000 rm profile.oprof profile.png profile....
- 21 Feb 2015, 10:00
- Forum: Engine
- Topic: Spring has a problem with L2 cache misses
- Replies: 35
- Views: 7248
Re: Spring has a problem with L2 cache misses
did a new cleaner graph after I made some optimizations to ::FindSourceAndPlay
- 21 Feb 2015, 08:36
- Forum: Engine
- Topic: Spring has a problem with L2 cache misses
- Replies: 35
- Views: 7248
Spring has a problem with L2 cache misses
There is a nice discussion in IT world about general optimization (that big-O notation isn't about actual the program's real performance), see http://hacksoflife.blogspot.de/ . That blog pointed me also to https://www.youtube.com/watch?v=fHNmRkzxHWs Bringing back that L2 cache missrate is the bigges...
- 18 Feb 2015, 20:49
- Forum: Lua Scripts
- Topic: improved Healthbars widget
- Replies: 9
- Views: 2314
Re: improved Healthbars widget
zk's uses a custom cache-based Spring.GetVisibleUnits, that's why original one doesn't include any itself (the widget itself is already big enough).
- 17 Feb 2015, 21:26
- Forum: Feature Requests
- Topic: Working map shading on intel..
- Replies: 12
- Views: 3154
Re: Working map shading on intel..
cause they use directx?
- 17 Feb 2015, 04:55
- Forum: Engine
- Topic: new default camera: Spring camera
- Replies: 12
- Views: 3441
Re: new default camera: Spring camera
https://github.com/spring/spring/commit/88490805c50fa17216e008fa874ba7635198767e better? (removed the old zoom behaviors) @ "5) The rotation is too slow to be usefull for playing. (like taking a quick look behind a hill)" rotation uses alt & shift as speed modifiers For implementing sw...
- 16 Feb 2015, 08:56
- Forum: Map Creation
- Topic: smf_tools, alpha work
- Replies: 75
- Views: 13827
Re: smf_tools, alpha work
then you should emphasize that this is not a replacement for mapconvg and that people shouldn't release maps made by it.
- 16 Feb 2015, 07:53
- Forum: Map Creation
- Topic: smf_tools, alpha work
- Replies: 75
- Views: 13827
Re: smf_tools, alpha work
So you aren't checking for duplicates at all?
This destroys the whole idea behind smt ...
1. increases filesize _a lot_ 2. loadtimes are increased a lot 3. runtime performance decreases a lot
-> nobody should ever release such a created map
This destroys the whole idea behind smt ...
1. increases filesize _a lot_ 2. loadtimes are increased a lot 3. runtime performance decreases a lot
-> nobody should ever release such a created map
- 16 Feb 2015, 06:15
- Forum: Map Creation
- Topic: smf_tools, alpha work
- Replies: 75
- Views: 13827
Re: smf_tools, alpha work
* smf_tools takes tiles of varying sizes(as defined by a tilemap, or generates one), splits them up or joins pieces of them together as needed to form tiles of the desired size. its not a straight forward process. your code should consist of stages: * check input and bring it in the wanted form (re...
- 16 Feb 2015, 03:05
- Forum: Engine
- Topic: Minimum versions of libraries and tools
- Replies: 3
- Views: 794
Re: Minimum versions of libraries and tools
CMake files contain the version checks when needed.
- 16 Feb 2015, 02:57
- Forum: Map Creation
- Topic: smf_tools, alpha work
- Replies: 75
- Views: 13827
Re: smf_tools, alpha work
also do you run it threaded? 10mins for 8k^2 sounds really long, i.e. Spring converts dxt1 to etc1 on the fly in under <1min. on my pc it only takes 2 minutes. If it was as simple as re-encoding tiles I can see why its so fast, but my utility takes any tile based image and converts it into any othe...
- 15 Feb 2015, 16:46
- Forum: Map Creation
- Topic: smf_tools, alpha work
- Replies: 75
- Views: 13827
Re: smf_tools, alpha work
tip: compare the uncompressed & the dxt tile, and run squish in high quality mode on those where it differs a lot
also do you run it threaded? 10mins for 8k^2 sounds really long, i.e. Spring converts dxt1 to etc1 on the fly in under <1min.
also do you run it threaded? 10mins for 8k^2 sounds really long, i.e. Spring converts dxt1 to etc1 on the fly in under <1min.
- 14 Feb 2015, 05:56
- Forum: Map Creation
- Topic: Specular Tex issue
- Replies: 44
- Views: 8737
Re: Specular Tex issue
just no, and NEVER use tgazoggop wrote:the problem is your specmap.png has no alpha channel. as far as i can tell, a png's opacity channel is not the same as an alpha channel, and an alpha channel cannot be saved in a png. i think this is why i use tga.
- 13 Feb 2015, 22:29
- Forum: Lua Scripts
- Topic: How does one add LUPS effects
- Replies: 2
- Views: 579
Re: How does one add LUPS effects
https://github.com/jk3064/lups/blob/mas ... s.lua#L341
-> either set unit<0 or use the worldspace tag
-> either set unit<0 or use the worldspace tag
- 13 Feb 2015, 20:00
- Forum: Map Creation
- Topic: Specular Tex issue
- Replies: 44
- Views: 8737
Re: Specular Tex issue
iirc spectex uses all channels of the RGBA.
RGB for the specular color & A for the reflection term.
edit: yes it does, see https://github.com/spring/spring/blob/d ... .glsl#L369
RGB for the specular color & A for the reflection term.
edit: yes it does, see https://github.com/spring/spring/blob/d ... .glsl#L369
- 13 Feb 2015, 03:03
- Forum: Map Creation
- Topic: smf_tools, alpha work
- Replies: 75
- Views: 13827
Re: smf_tools, alpha work
AFAIK none gpu supports them in hardware yet (only smartphones gpus do)enetheru wrote:Add ETC1 compression as an option for smt tiles
- 11 Feb 2015, 17:26
- Forum: Map Creation
- Topic: Overgrown Maps
- Replies: 27
- Views: 3582
Re: Overgrown Maps
WTF I haven't made a single post in this thread!Forboding Angel wrote:According to JK's past statements, due to the way grass is done, everyone should always have grassdetail on 0
@Jools
That screenshot is obv. 91 and so blame ZK! In all later engines grass is colored by infotexture...
- 11 Feb 2015, 01:10
- Forum: Lua Scripts
- Topic: map retexturing
- Replies: 6
- Views: 1057
Re: map retexturing
Is it possible to *to build a nuclear plant with pink fans*?
see http://rurounijones.github.io/blog/2009 ... p-on-irc//
see http://rurounijones.github.io/blog/2009 ... p-on-irc//
- 09 Feb 2015, 00:30
- Forum: Map Creation
- Topic: smf_tools, alpha work
- Replies: 75
- Views: 13827
Re: smf_tools, alpha work
I'm not too sure I have my math 100% correct. but certainly the lower to regular sized maps don't see much improvement. it's not but what if you want a 64x64 sized map? ... (32*32)*1024 = ~1million tiles. tilemap (32*32)^2 = 1024^2 = ~33mb uncompressed -> 1M tiles each tile needs a uint32 of 4byte ...
- 08 Feb 2015, 20:24
- Forum: Game Development
- Topic: How does Spring make Deterministic Physics?
- Replies: 46
- Views: 7079
Re: How does Spring make Deterministic Physics?
For my game, I'm making it deterministic by using double math. That's not deterministic. It just gives similar results as long as the _math_ is stable. But math doesn't have to be stable, minimal difference in the input numbers can give totally different output (-> chaos theory). Spring needs bit-l...