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

James Paige Bob at HamsterRepublic.com
Fri Feb 14 07:27:13 PST 2014


On Fri, Feb 14, 2014 at 7:12 AM, Ralph Versteegen <teeemcee at gmail.com>wrote:

> On 14 February 2014 20:05, 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?
> >
> > Once script commands can return lists we can implement much more
> > efficient collision checking commands. The current commands are very
> > bad.
>
> Oh, looking at the profiling information I see that the slice
> collision commands are not the problem. checkpointcollision is the
> most expensive script, with 29% of time... but I'm not really sure
> why. It doesn't seem to call any expensive commands or do much
> looping.
>

Oh, that makes sense to me. "check point collision" is the core of the wall
collision code, so it doesn't seem surprising that it gets called a heck of
a lot. It gets called between 1 and 3 times for every collision node on
every slice in every tick (and the number of collision nodes varies between
2 and several dozen depending on its size and current motion)



> >>> If you are interested in profiling it, the game is at
> >>> svn://gilgamesh.hamsterrepublic.com/ohrrpgce/games/vorpalflorist
> >
> > But what is the problem enemy?
>
> That was a very easy question to answer by actually trying out the
> game! (Actually it runs at less than 18fps even on my desktop unless I
> compile with gengcc=1)
>
> I really like the animations for jumping and attacking, but I still
> think the walking animation looks a bit odd.
>

I can work on it. I can't really do anything about the number of frames, or
the speed they display, but I could try adjusting the foot position. Maybe
she just needs to take longer steps.


> The AI for the enemy in the first room seem to misbehave a bit if you
> run past it and stand either behind it out of range, or somewhere in
> the middle of its range.
>

How would you describe misbehaving?

The Death Tulip is by far the most random AI of any of the enemies I have
implemented so far. Most of them barely use randomness at all, but the
death tulip is flailing around randomly at least 50% of the 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.)
> >
> >> ---
> >> James
> >>
> >>>
> >>>
> >>>
> >>> 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
> >>>> >> _______________________________________________
> >>>> >> Ohrrpgce mailing list
> >>>> >> ohrrpgce at lists.motherhamster.org
> >>>> >>
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
> >>>> >
> >>>> >
> >>>> >
> >>>> > _______________________________________________
> >>>> > Ohrrpgce mailing list
> >>>> > ohrrpgce at lists.motherhamster.org
> >>>> >
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
> >>>> >
> >>>> _______________________________________________
> >>>> Ohrrpgce mailing list
> >>>> ohrrpgce at lists.motherhamster.org
> >>>>
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
> >>>
> >>>
> >>
> >>
> >> _______________________________________________
> >> Ohrrpgce mailing list
> >> ohrrpgce at lists.motherhamster.org
> >> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
> >>
> _______________________________________________
> Ohrrpgce mailing list
> ohrrpgce at lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.motherhamster.org/pipermail/ohrrpgce-motherhamster.org/attachments/20140214/0fced876/attachment-0002.htm>


More information about the Ohrrpgce mailing list