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 Time to Riot - Devlog reveals the truth about optimization 
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Joined: Sat Jun 06, 2009 5:12 am
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Post Re: Time to Riot - Devlog reveals the truth about optimization
SunnyKatt wrote:
It isn't laziness, really. I won't assume you've programmed before, but if you integrate things like AI and physics in your game engine close together early on (which data most likely did, considering this was his first game), you'll end up ripping the game apart trying to multi-thread parts of it that were programmed to run sequentially.

Wow, no ♥♥♥♥? Part of programming is rewriting and refactoring perfectly working code you wrote a long time ago. Tough ♥♥♥♥. You want to sell a game? You make it run faster than 15fps when you have more than a one explosion onscreen at once.

P.S. don't ♥♥♥♥ patronize me, I do program


Thu Nov 26, 2009 4:40 am
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Post Re: Time to Riot - Devlog reveals the truth about optimization
I'm not trying to patronize you. You have to look at it from data's perspective - this has been in progress what, 7 years? The code leftover from the beginning has most likely been rewritten several times already, and now all he wants to do is finish.
After so much work on a project, you just can't go back and scrap old code that is a foundation for everything else, it'll tear the project to shreds and add much more time on to the development life. If I were him, I'd just try to finish it already rather than risking ruining anything else.


Thu Nov 26, 2009 4:44 am
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Post Re: Time to Riot - Devlog reveals the truth about optimization
Hey y'all need to take some serious chill pills about this subject, so what the game wont optimise dual core, If its fun the lags worth it, and in some cases, it adds to the fun, im sorry but I really enjoy it when I drop 10 of deathbringers nukes and watch as the rape the screen for 3 minutes, so just chillax about it, we didnt even have to pay full price, and i still enjoy playing it more than crysis, because apart from like half life two, how many other games has so much modification potential?

Also:
Quote:
This game sucks anyway. At least Data decide to be honest and admit his game sucks


Then why are you still here on this forum Thor? why stay If you hate it?

/end rant


Thu Nov 26, 2009 5:43 am
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Post Re: Time to Riot - Devlog reveals the truth about optimization
I'm not too sure why you're all so angry about this. Data has been saying this for a long time. Multicore support takes a lot of work, and rewriting the CC engine is not an easy task at this point, especially when the core engine is done by a one-man team. Video card support does not just happen - there is no "okay do this better" button in the compiler. That would also involve Data rewriting another part of the engine, as well as making the game incompatible with certain video cards. The more hardware is taken advantage of, the less likely it is to work on all pieces of hardware. The fact is, CC was written the way it was written, and it's just too late to change it at this point. Give the guy a break - he's been working on this for what, 9 years? Rewriting the whole thing is not exactly what he wants to do now that it's so close to being finished.


Thu Nov 26, 2009 6:22 am
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Post Re: Time to Riot - Devlog reveals the truth about optimization
My sentiments exactly wiffles.

And as for you;
sin2051 wrote:
Wow, no ♥♥♥♥? Part of programming is rewriting and refactoring perfectly working code you wrote a long time ago. Tough ♥♥♥♥. You want to sell a game? You make it run faster than 15fps when you have more than a one explosion onscreen at once.

P.S. don't ♥♥♥♥ patronize me, I do program

Guess what? Maybe he can't because it would push back a final release god knows how long. Or maybe he can't for a thousand and one other perfectly valid reasons. Or better yet, maybe he's tried, and it didn't work, or better yet, maybe he tried, and it just didn't provide any real improvement.
Also, where do you get off, you joined in July, only have 49 posts, even if you've been lurking and observing the entire time you've been registered, you don't really have any right to be talking like Grif around here when you're this new. That gets you labeled as a troll, which incidentally, I have.


Thu Nov 26, 2009 6:27 am
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Post Re: Time to Riot - Devlog reveals the truth about optimization
Hyperkultra wrote:
Guess what? Maybe he can't because it would push back a final release god knows how long. Or maybe he can't for a thousand and one other perfectly valid reasons. Or better yet, maybe he's tried, and it didn't work, or better yet, maybe he tried, and it just didn't provide any real improvement.
Also, where do you get off, you joined in July, blah blah blah pointless whining which reinforces why weasel got rid of post counts and join dates

I've followed CC's development since early builds when it was D.I.R.T., had splitscreen only and had no AI, so you can tell yourself whatever you want if it makes you feel more confident, I guess.

To be honest, I think your argument is wrong for a thousand and one reasons, but maybe that's just because I like to pull arbitrary numbers out of my ass.

It's pretty hard to push back a final release when you have no apparent intentions of actually making a final release. But whatever.

And yeah, you're totally right, distributing something across two cores instead of one isn't gonna make for an improvement in FPS at all. It's not like you have at least 1.xx the processing power or anything.

Maybe he tried, and it didn't work. Maybe. Maybe he should learn to program better.


Thu Nov 26, 2009 6:59 am
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Post Re: Time to Riot - Devlog reveals the truth about optimization
MaximDude wrote:
Also, I see alot of mac users on these forums, so I though i'd just throw this out there:
I can right click on my PC. All of you can suck it.


Late as hell, I know, and unrelated, but it has to be said:
Why do all PC users say this? Macs can right click.


Thu Nov 26, 2009 7:10 am
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Post Re: Time to Riot - Devlog reveals the truth about optimization
Shut it, Mac boy.

And P3lbox, rather than get shitty because I am complaining, consider this.

I played Cortex Command. 'hey, this game sure is fun, it's unstable as but it's still in development.'
Then Data wants money 'well, I want to play some longer games, and support this little guy who has a lot of work ahead of him'
and now Data says 'OK GUYS I COULD CODE MY GAME TO THE STANDARD OF EVERY OTHER 2D GAME EVER MADE, BUT I'D RATHER TELL YOU ALL TO ♥♥♥♥ OFF BECAUSE I AM LAZY LALALALALA'

lets compare:
Hammerfight: Indie, physics based. Semi-destructable terrain, better collisions. Runs perfectly on any computer.
YSFlight: freeware, Japanese, comes in three versions (openGl, directX, cpu-rendered). Runs on SCHOOL COMPUTERS FOR CHRIST SAKE
Cortex Command: Indie, costs money like hammer fight. Fully destructable terrain, abysmal collisions. Runs badly on nearly every computer.

Lets face it guys. Cortex Command is a 2 Dimensional game. I don't give a ♥♥♥♥ about pixels flying around, it's still 2D.
Every other 2D game runs like lightning on computers.
Cortex Command is as unstable as an Alpha and more resource heavy than high-end 3D games.

That's inexcusable.


Thu Nov 26, 2009 7:19 am
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Post Re: Time to Riot - Devlog reveals the truth about optimization
I find it incredibly absurd that terrain has to have per-pixel physics when none of the animated objects have them.

If you can't go all the way, don't try to fake it at the huge expense of speed.


Thu Nov 26, 2009 7:25 am
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Post Re: Time to Riot - Devlog reveals the truth about optimization
sin2051 says it all, really.

Time to find a new Indie game that isn't doomed to die out because the maker is too ♥♥♥♥ lazy to code properly.


Thu Nov 26, 2009 8:38 am
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Post Re: Time to Riot - Devlog reveals the truth about optimization
Exalion wrote:
Runs badly on nearly every computer.
What. Can we actually get a count on this, or is Exalion going to keep making unsubstantiated claims?


Thu Nov 26, 2009 8:55 am
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Post Re: Time to Riot - Devlog reveals the truth about optimization
Exalion, did you like the game? Do you keep playing it, despite its flaws? Yes? Then stfu. There are plenty of other games for which you have payed more, and you didn't get as much out of them, even though they were more stable and ran better. True, it's inexcusable that CC runs so horribly, and that Data has no plans to improve performance, but you didn't waste your money. You sent it to someone who needs it more than EA games.
Also, 411570N3, yes, it does run horribly, even with only 7 or so actors present. Then the fire comes in, and it lags like ♥♥♥♥.


Thu Nov 26, 2009 8:58 am
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Post Re: Time to Riot - Devlog reveals the truth about optimization
The game is what it is, the code is set. If you don't like the way the game performs, I hope you can at least acclimatize yourself to it (after playing several rounds I don't notice any lag anymore).

If you can't handle it, maybe just monitor the blog and watch for new patches, or perhaps try back when you have better hardware. Posting here isn't going to make your life more complete.

As quoted above, Data did not promise to finish the game; he hopes to, of course, but there are no guarantees. He doesn't "owe" you anything and you aren't entitled to a lag-free game.

The core engine is very complex and a very, very awesome pixel-based physics engine. There is nothing similar to it on the market today, and it comes with it's own set of challenges. I don't care if you don't care because it's "still 2D." If you say that you are obviously hideously misinformed.

And for those of you that are programmers: Do it yourself if it's so easy.


Thu Nov 26, 2009 9:16 am
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