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11
Engine Development / Re: miniSphere 5.0.1
Last post by Eggbertx -
Alright, that's good (for me at least). I wasn't sure if it was something I was doing wrong, because I'm rewriting my old robotfindskitten port, and I was worried that it might be bogging it down.
12
Engine Development / Re: miniSphere 5.0.1
Last post by Fat Cerberus -
@Eggbertx Okay, I can reproduce the bug.  Even Specs (which worked fine under Duktape) drops to like 15fps after calling Sphere.restart().  So I don't think it's related to CC at all.  I'll profile the engine to investigate further where the slowdown might be.
13
Engine Development / Re: miniSphere 5.0.1
Last post by Fat Cerberus -
I'm not sure if it's something I'm doing wrong, but calling Sphere.restart() seems to cause a massive slowdown

That's a weird one.  I'll definitely look into that!

It could be that closing down CC and reinitializing it disables the JIT somehow, but that level of slowdown shouldn't be noticeable unless you're doing something really intense like mp3 decoding (Chakra's bytecode interpreter is faster than Duktape's).  So it's probably something else.
14
Engine Development / Re: miniSphere 5.0.1
Last post by Eggbertx -
I'm not sure if it's something I'm doing wrong, but calling Sphere.restart() seems to cause a massive slowdown
15
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Code gremlin repellent system
First we had eaty pigs :pig_nose:, now we have code gremlins?!

Well we need something to feed the pig with, right?  So that we don't get eaten by it.
16
Sounds like a grand, ambitious, fun project! Looking forward to seeing more. :)

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GUI library
If it helps, Rhuan has created a very nice HUD system you might be able to leverage. (see HUDSystem.mjs here)

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Code gremlin repellent system
First we had eaty pigs :pig_nose:, now we have code gremlins?!
17
Modern GPUs render everything as textured triangles, this is true for both 2D and 3D graphics.  The specific projection is determined by the transformation matrix in use (in Sphere v2, a Transform object).
18
Isn't there a distinction between 2D and 3D acceleration? Or does miniSphere handle both?
19
I'm still wrapping my head around how to manage polygons and reducing the rendering load by not rendering invisible polys.

I should note that miniSphere has hardware-accelerated APIs for drawing stuff ("Galileo") so you don't have to do this yourself, you can let the GPU do it.  Sphere 1.x dates back to the 90s and is primarily software-rendered, so that's why you had to do this kind of thing yourself.  Not so much in a modern engine like miniSphere.
20
I'm still wrapping my head around how to manage polygons and reducing the rendering load by not rendering invisible polys.
I don't remember what it was called, but I know John Carmack (former lead programmer at id Software who pioneered 3D graphics on the IBM PCs and PC clones) wrote an algorithm for handling that kind of thing. I think it was first implemented with the Doom engine.