[Ohrrpgce] SVN: james/6397 Remove docs for Scrunch slice because I am having second thoughts

James Paige Bob at HamsterRepublic.com
Fri Feb 14 07:04:45 PST 2014


On Thu, Feb 13, 2014 at 11:05 PM, Ralph Versteegen <teeemcee at gmail.com>wrote:

> On 14 February 2014 07:55, James Paige <Bob at hamsterrepublic.com> wrote:
> > On Thu, Feb 13, 2014 at 7:26 AM, James Paige <Bob at hamsterrepublic.com>
> > wrote:
> >>
> >> I haven't done profiling, but I strongly suspect that the slowdown is
> >> simply when there are large numbers of slices on the screen that have
> to do
> >> collision testing with each other.
>
> But do the invisible slices affect the collision checking?
>

No, actually I guess they don't.


> Once script commands can return lists we can implement much more
> efficient collision checking commands. The current commands are very
> bad.
>

That would be wonderful :)

>> If you are interested in profiling it, the game is at
> >> svn://gilgamesh.hamsterrepublic.com/ohrrpgce/games/vorpalflorist
>
> But what is the problem enemy?
>

On the very first map, the Death Tulip. It is a connected chain, so there
could be problems in the code that keeps the chain together.

However, the particle effect in the save-point room is also noticeably
slow, and it uses no collision at all, it is just a case of 50
non-colliding objects being on the screen at one time.


> > Actually, I just tried compiling with scriptprofiling, and when I ran,
> all
> > the output I got was
> >
> > OHRRPGCE wip 20140212.6396 gfx_sdl+fb/music_sdl FreeBASIC 0.90.1
> > (07-17-2013) -g -exx script_profiling Linux 32-bit
> > Runtime info: gfx_sdl "SDL 1.2.14 (0 joysticks) Driver:x11"  music_sdl,
> > SDL_Mixer 1.2.11 (22050Hz)
> > Playing game
> > /home/james/src/ohr/wip/../games/vorpalflorist/vorpalflorist.rpgdir
> (Vorpal
> > Florist) 02-13-2014 10:52:14
> > Could not open /home/james/.ohrrpgce/vorpalflorist/gameconfig.ini
> > Partial game data upgrade...
> > script profiling information:
> > #switches is the number of times that the interpreter switched to that
> > script
> > (switching time is relatively neglible and included to help determine
> > calls to other scripts, which are more expensive)
> > Total time recorded in interpreter: 0.000sec   (timer overhead = 1.96us)
> >  %time        time    time/call      #calls   #switches  script name
> > cleaningup
> > /home/james/src/ohr/wip/../games/vorpalflorist/vorpalflorist.rpgdir and
> > /home/james/.ohrrpgce/ohrrpgce20140213105213.795.tmp/
> > Could not rmdir(/home/james/.ohrrpgce/ohrrpgce20140213105213.795.tmp/):
> > Directory not empty
> >
> > Is scriptprofiling broken right now?
>
> I completely forgot about this problem (and it took me a while to
> realise what was going on). The script profiling information is only
> printed when you quit the game normally; it doesn't get printed when
> you quit with alt+F4/etc.
>
> Also, don't forget that you should compile with scriptprofile=1
> debug=0, because -exx greatly slows things down, but release builds
> are built with debug=0. Actually if you're investigating performance
> on Ouya you should compile with gengcc=1. (And we should probably
> compile release builds with gengcc=1 on all platforms to speed things
> up if it's stable enough.)
>

Okay, I will try that. Does android-source=1 also turn on debug=0 ?



> >>
> >>
> >> On Thu, Feb 13, 2014 at 4:54 AM, Ralph Versteegen <teeemcee at gmail.com>
> >> wrote:
> >>>
> >>> On 13 February 2014 18:02, James Paige <Bob at hamsterrepublic.com>
> wrote:
> >>> > To be more specific about those second thoughts
> >>> >
> >>> > 1) Although the scrunch was working nicely, I had not considered the
> >>> > fact
> >>> > that it means that the position and size of the child slices are
> >>> > effectively
> >>> > in different units. I had expected to deal with this manually in my
> >>> > script,
> >>> > until I noticed that it makes the "slice edge x" and "slice edge y"
> >>> > commands
> >>> > useless. I am reluctant to add special-case handling for scrunch
> slices
> >>> > to
> >>> > those commands. That would mean i would have to script my own
> versions
> >>> > of
> >>> > them for my game, and that will probably have performance impacts.
> >>> > Those
> >>> > commands do get use a whole lot in collision detection.
> >>> >
> >>> > 2) After further testing, I doubt I can get my scripts to work
> reliably
> >>> > at
> >>> > 36 FPS on the OUYA. Some existing enemies drag fps down to 17 fps,
> >>> > which is
> >>> > not a big deal when 18.3 is my target, but is game-killing when 36.6
> is
> >>> > my
> >>> > target. Considering that the game looks nice and controls nice and
> >>> > feels
> >>> > pleasant at 18.3, I have flip-flopped back to not wanting to change
> the
> >>> > frame rate for this game.
> >>> >
> >>> > So that leaves me doubting whether I should leave ScrunchSlice in at
> >>> > all. I
> >>> > am leaning towards removing it, and I can always add it back later if
> >>> > somebody is working on a project that would benefit from it.
> >>> >
> >>> > ---
> >>> > James
> >>>
> >>> That's too bad.
> >>>
> >>> I would consider sliceedgex/y returning the wrong results a bug
> >>> though. When scaling is implemented they will have to return positions
> >>> in the slice's coordinate system.
> >>>
> >>> Have you tried running the game with the script profiler or a regular
> >>> profiler to see where all the time is spent? I would be quite
> >>> interested to know. (Assuming that it's whole due to scripts.) I
> >>> believe that the slice commands are quite inefficient, which is a
> >>> problem because a script interpreter won't change that (unless direct
> >>> access to slice data as object members is added).
> >>>
> >>> > On Wed, Feb 12, 2014 at 3:55 PM, <subversion at hamsterrepublic.com>
> >>> > wrote:
> >>> >>
> >>> >> james
> >>> >> 2014-02-12 15:55:07 -0800 (Wed, 12 Feb 2014)
> >>> >> 66
> >>> >> Remove docs for Scrunch slice because I am having second thoughts
> >>> >> ---
> >>> >> U   wip/docs/plotdict.xml
> >>> >> U   wip/docs/plotdictionary.html
> >>> >> U   wip/whatsnew.txt
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> >>> >
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