Re: [Wormux-dev] Current status and future work

2010-07-08 Par sujet Kurosu
Hi, - Kurosu a écrit : > Might be interesting to check how much time each idea actually takes: it > might not be the 1ms it checks. > It also seems that process is not running in its own thread (so that it does > not freeze the display), but rather serially: > MainLoop -> InputRefresh -> AI

Re: [Wormux-dev] Current status and future work

2010-07-07 Par sujet Kurosu
- Florian Köberle a écrit : > Sure it would be cool to have the AI running in it's own thread(s). The > difficulty is to ensure that the data does not get inconsistent. For > example that a object gets removed from the object list because it has > fallen into the water while the AI loops over

Re: [Wormux-dev] Current status and future work

2010-07-07 Par sujet Florian Köberle
Hello > That's why having a thread could be useful: even if it takes time, as long as > the display isn't frozen meanwhile, it would be ok. > > Anyway, that needs some validation, at least on my target. > Sure it would be cool to have the AI running in it's own thread(s). The difficulty is to e

Re: [Wormux-dev] Current status and future work

2010-07-07 Par sujet Kurosu
Hi, - Florian Köberle a écrit : > The worse thing is that the character code uses even the width of > sprites. Just have a look at line 533 in > src/character/body.cpp: > body_mvt.pos.x = GetSize().x / 2.0 - > skel_lst.front()->member->GetSprite().GetWidth() / 2.0; > > The width depends on t

Re: [Wormux-dev] Current status and future work

2010-07-06 Par sujet Florian Köberle
Hello >> Secondly, it's not so easy to say that this part of the code is not >> important for network. In the past, with iFlo, we noticed that >> synchronization in the code that displays character members is highly >> important. A very small difference in the member position means a >> different t

Re: [Wormux-dev] Current status and future work

2010-07-05 Par sujet Matthieu Fertré
Hi, First, I want to say : Good work Christophe! See other comments inline ;) > just to sum up what has happened with my changes during the past weeks: > - reduce memory usage due to unnecessary copies > - do progressive loading of map ground image (avoid a 8-30MB duplicate image > sitting in m