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Author Topic: Not Quite Pong  (Read 36036 times)

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Daazku

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Not Quite Pong
« Reply #30 on: July 28, 2008, 08:18:13 pm »
So what? What is a 80k more in my exe or 1.7 Mo of shit on my comp? + the time it take to download and intall it?

Neway its just an opinion.. And the true is: If your user need to download something else that is not included in your package to run it its bad.

PS: Stay polite i didn't insult you!
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l0calh05t

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« Reply #31 on: July 28, 2008, 08:49:58 pm »
Quote from: "Daazku"
PS: Stay polite i didn't insult you!


??

Pwndja

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Not Quite Pong
« Reply #32 on: July 28, 2008, 08:53:06 pm »
Quote from: "Daazku"
PS: Stay polite i didn't insult you!


Ya not sure what he meant about this lol...

Daazku

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Not Quite Pong
« Reply #33 on: July 28, 2008, 08:57:01 pm »
Lol my english is not really good..

You say to me i'm an imo... Don't insult me i didn't insulted you. (Better i think)
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Pwndja

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Not Quite Pong
« Reply #34 on: July 28, 2008, 09:07:31 pm »
Quote from: "Daazku"
Lol my english is not really good..

You say to me i'm an imo... Don't insult me i didn't insulted you. (Better i think)


LOL I think what he means by imo is "in my opinion" meaning how he thinks about it. I don't think there was any negative connotation implied by the word... it is just another acronym like lol jk HTML URL etc.

might just be a translation problem the acronym might mean something different in your language.

l0calh05t

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« Reply #35 on: July 28, 2008, 09:22:29 pm »
Quote from: "Pwndja"

LOL I think what he means by imo is "in my opinion" meaning how he thinks about it. I don't think there was any negative connotation implied by the word... it is just another acronym like lol jk HTML URL etc.


jup, imo (or IMO) just means "in my oppinion" (IMHO means in my humble oppinion)

Quote
might just be a translation problem the acronym might mean something different in your language.


if I had said emo, it might have been an insult :-P

Daazku

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Not Quite Pong
« Reply #36 on: July 28, 2008, 09:56:36 pm »
Lol XD.. I saw some kiddies used IMO instead of EMO and i never saw the IMO accronym before XD. Sorry for that :P.
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Daazku

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« Reply #37 on: July 28, 2008, 11:10:28 pm »
So the result: The not threaded one isn't better thant the threaded one.
The one with frameLimit use only 0 to 2% of my cpu so that okai but the ball do little teleport at regular time...
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l0calh05t

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« Reply #38 on: July 28, 2008, 11:24:42 pm »
Quote from: "Daazku"
So the result: The not threaded one isn't better thant the threaded one.


if the non-threaded one isn't any better (from a cpu usage point of view), then we can be fairly sure it really is your graphics card driver that is busy-waiting on vsync.

Quote
The one with frameLimit use only 0 to 2% of my cpu so that okai but the ball do little teleport at regular time...

could you try to describe this 'teleport' more precisely?

Daazku

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Not Quite Pong
« Reply #39 on: July 28, 2008, 11:25:55 pm »
Bah it is a little little lag at each 1 sec... the ball move foward more than habitual.
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l0calh05t

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Not Quite Pong
« Reply #40 on: July 28, 2008, 11:35:59 pm »
so... it's not too bad? problem is I can't replicate this behavior so it's really difficult to find the reason...

Daazku

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« Reply #41 on: July 28, 2008, 11:57:28 pm »
Bah the movement is broken so its in relation with frame / time. Do you draw by elapsed time or frame?

Seem to be by elapsed time.. Maybe its a problem with thread? The app change thread each X second and when the app is in the other thread the application dont render?
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l0calh05t

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« Reply #42 on: July 29, 2008, 06:15:48 am »
I draw by elapsed time/system time. Every game state gets a timestamp containing the system time to which it corresponds, and the renderer interpolates (using the stored velocities but no collisions) from the state it receives to the current system time.

How can it be a problem with threading? Didn't you say it was just as bad without threading? Anyways, I use double buffered state, so the render thread only has to lock the front buffer while render commands are submitted. At the same time the physics thread can continue processing using the back buffer. As soon as it's done with that, it will try to lock the front buffer and swap buffers (a pointer swap), so all in all, the time any thread waits for the other thread should be very short. Not enough to create any visible jumps.

Anyways, I just had an interesting idea for a new pong variant:
Electrostatic Field Pong  8)
What do you think? Worth the effort?

Daazku

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Not Quite Pong
« Reply #43 on: July 29, 2008, 02:11:33 pm »
Bah i have little visible jump XD.

Code: [Select]
Anyways, I just had an interesting idea for a new pong variant:
Electrostatic Field Pong Cool
What do you think? Worth the effort?


That will worth it if the result is nice XD.
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remi.k2620

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Not Quite Pong
« Reply #44 on: July 29, 2008, 08:36:29 pm »
Quote from: "l0calh05t"
Anyways, I just had an interesting idea for a new pong variant:
Electrostatic Field Pong  8)
What do you think? Worth the effort?


It depends how you do it. I fear it to be too slow or too hard to control.
I think having two electrostatic sources - one at each end of the paddles and nothing between - would give an interesting result.

Edit : I tried to compile nqp but couldn't because I have libboost 1.34.1 and the lock and unlock methods you use in AsyncCallable.cpp are only in the new 1.35.0 version :(

 

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