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Member Since 07 Jun 2012
Offline Last Active Yesterday, 07:37 PM

Posts I've Made

In Topic: Would this be considered duplicate code?

23 January 2015 - 04:46 PM

But the key test for me is, if I ever need to modify one of the blocks, am I likely to need to modify the other blocks in the same way


oh yeah. I never questioned that. But I always have the thought of it. That is a great way to identify duplicate code.


Say, is producing duplicate code off the start a bad habit? I find myself doing it a lot.

In Topic: Should I learn C before learning Objective C

11 January 2015 - 06:28 PM

libGDX will let you write you game in Java then publish to iOS.


oh Wow. I should try looking into libGDX and using that with Java to publish to iOS. This is a great advice!

In Topic: About computer instruction in relation to RAM consumption

11 January 2015 - 03:54 PM

You might be interested in an article from a couple of years ago: "A Journey Through the CPU Pipeline".  Based on some of the questions asked it's likely you might need to do some additional research on the basic topics whilst reading through the article -- just Google for explanations of anything you don't understand whilst reading. smile.png

Thanks for the link, jbadams!



Other games will run simulations/animations as fast as possible and consume 100% CPU and that is perfectly normal.


Won't that overheat or overwork the CPU or reduce the lifespan of a CPU if it processing a lot of data at that level? Or is it that the CPU loves this kind of work and won't do damage to the CPU?



You mean dragged and dropped sprites onto a canvas in RPG maker... ;)


It was programmed in Java-build from the ground up. I learned a lot about building game systems.

In Topic: About computer instruction in relation to RAM consumption

10 January 2015 - 06:30 PM

It could be that your program is very efficient or very inefficient. Since we don't know what it's doing or even what kind of processor it is we can't possibly guess. If you made a basic clone of Super Mario Bros from the NES with the same resolution and type of pixel art and it was taking up 100MB and used 14% of a modern CPU that might be a sign your code isn't very efficient. If your 'clone' used much higher resolution sprites with 3d effects, more enemies, larger maps, and more eye candy then 100MB and 14% CPU might be decent. We can't know given the information you gave.


It's a RPG Game: everything of the game(2 map, 2 npcs of map # 1, 9 monsters of map #2, quest and dialogue system, save system, character data and animation files)  is loaded ahead of time and is drawn and executed based on key or mouse commands

In Topic: About computer instruction in relation to RAM consumption

10 January 2015 - 02:52 PM

Ignoring instruction fetch bandwidth and cache misses, the speed of instruction execution does not depend on its encoding length.

What do you mean by encoding length? So what does speed of instruction depend on? Is it based on the algorithm analysis?

Real-time games are typically written to consume 100% of each core they can run on.

Wait, won't using up 100% of the core aka the CPU be bad for real time games even for the simple game like Pac-Man? The games I wrote use update, draw, and sleep the application for some time to give the CPU some breathing room.

That's right. More time taken per operation = fewer operations per time = slower.

I don't know why the source says access from RAM takes nanosecond scale and access from HDD takes millisecond scale. I thought nanosecond is much longer time than millisecond. Shouldn't the length of time for RAM and HDD be swapped?

Usually a lot of stack space is reserved

How much stack space the computer gets is dependent on the amount of RAM of the computer? How can I find out how much stack space is reserved? Is it important to know the amount?