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Author Topic: My 7DRL: It's finished, I guess.  (Read 2924 times)

Jookia

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Re: My 7DRL: It's finished, I guess.
« Reply #15 on: March 12, 2010, 11:03:18 pm »

What's the main renderer differences between this and the tacpaint ones?
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qwertyuiopas

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Re: My 7DRL: It's finished, I guess.
« Reply #16 on: March 12, 2010, 11:49:01 pm »

This one splits the main texture into 24, and further only generally updates one per frame, instead drawing changes over it(although if the changes exceeds a certain #define'd value, it fully updates the texture anyway), so that as long as some of the screen remains mostly unaltered, it takes very little time to draw, and only really lags with something that affects every single tile anyway.

Not perfect, but much faster overall, and can run quite fast. Maintains the full 20FPS target even on old school PCs with 1/4th of a GB of RAM and plenty of background processes competing for resources.
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Jookia

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Re: My 7DRL: It's finished, I guess.
« Reply #17 on: March 13, 2010, 12:08:05 am »

Can yours do this?
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qwertyuiopas

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Re: My 7DRL: It's finished, I guess.
« Reply #18 on: March 13, 2010, 12:33:38 am »

Hmm...

I don't know.

It looks like it's well optimized, though, so it is probably not worth it to waste a good system unless it gives bad results.
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Jookia

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Re: My 7DRL: It's finished, I guess.
« Reply #19 on: March 13, 2010, 02:40:04 am »

My recent blog post tells the tale of the horros of a bug that I can't figure out how to fix.
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alway

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Re: My 7DRL: It's finished, I guess.
« Reply #20 on: March 13, 2010, 06:33:44 pm »

If I had to nominate it for an award, it would be worst abuse of rand() :)
I assume you haven't seen my first C++ text RPG. I had it generating a new srand based on time (seconds) every time I went to use rand (a few hundred times a second). As such, it kept generating the same number, as it used the first value in the same seed for an entire second. As a result, I ended up doing something like rand()*(2x^2)*y, where x and y were iterators from the various loops used.  :P
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