• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Ty Typhoon
      I like to build my A - Team now.
       
      I need loyal people who can trust and believe in a dream.
      If you got time and no need for direct pay please contact me now.
       
      We cant pay now, you will recieve a lifetime percentage if the released game will give earnings. 
      If I get the best people together for a team, everything should be possible.
       
       
      What i need:
      - Programmer c++
      - Unity / Unreal - we must check whats possible, please share your experience with me.
      - Sculpter, 3D Artist
      - Animator
      - Marketing / Promotion 
       
       
      What i do:
      - Studio Owner
      - Director
      - Recruit exactly you
      - Sounddesign
      - Main theme composing
      - Vocals
      - Game design
      - Gun, swords, shields and weapon design
      - Character, plants and animal design
       
       
      Please dont ask about the Name of the Game, about Designs or Screenshots.
      The game will be defintitly affected about our and your skills if you join the team.
       
       
      Planned for the big Game:
      - 1st person shooter
      - online multiplayer
      - character manipulation
      - complete big open world with like lifetime actions and reactions
      - gunstore with many items to buy
      - many upgrades for players
      - specials like mini games
       
      So if you are interested in joining a team with a nearly complete game idea, contact me now and tell me what you can do.
       
      discord:
      joerg federmann composing#2898
       
       
    • By codelyoko373
      I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
      I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
      I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
      if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.
    • By BenjaminBouchet
      Learning game development in Unreal Engine could be a daunting task for someone who don’t know where to start, and a cumbersome process if you don’t organize your progression correctly. One thing commonly known by experienced developers and by people unfamiliar with coding: mastering a development language is a long and difficult task.
      From blueprints to C++ in Unreal Engine
      If you want to learn fast, you need a good learning strategy. Unreal Engine contains a very powerful tool which you can use to learn C++ faster: its blueprint system. Blueprints are extremely easy to learn (and you may already have a good knowledge of them). Thus you can conveniently use them as a guide for writing code in C++. This is the reason why I am writing a tutorial series on how to make the transition from Unreal Engine blueprints to C++.
      Learn and practice C++
      Following this tutorial, you’ll acquire new concepts of C++ programming in every chapter. Then following chapters will give you reasons to reuse and practice those same concepts. There’s no better way to wire you brain.
      Link to the tutorial: [Tutorial] Learn C++ in Unreal Engine 4 by making a powerful camera
      Please do send me as much feedback as you want. I’ll be considering every constructive remarks and taking them into consideration. Your feedback will help me to improve and update the existing chapters and to make the next one better.

      View full story
    • By BenjaminBouchet
      Learning game development in Unreal Engine could be a daunting task for someone who don’t know where to start, and a cumbersome process if you don’t organize your progression correctly. One thing commonly known by experienced developers and by people unfamiliar with coding: mastering a development language is a long and difficult task.
      From blueprints to C++ in Unreal Engine
      If you want to learn fast, you need a good learning strategy. Unreal Engine contains a very powerful tool which you can use to learn C++ faster: its blueprint system. Blueprints are extremely easy to learn (and you may already have a good knowledge of them). Thus you can conveniently use them as a guide for writing code in C++. This is the reason why I am writing a tutorial series on how to make the transition from Unreal Engine blueprints to C++.
      Learn and practice C++
      Following this tutorial, you’ll acquire new concepts of C++ programming in every chapter. Then following chapters will give you reasons to reuse and practice those same concepts. There’s no better way to wire you brain.
      Link to the tutorial: [Tutorial] Learn C++ in Unreal Engine 4 by making a powerful camera
      Please do send me as much feedback as you want. I’ll be considering every constructive remarks and taking them into consideration. Your feedback will help me to improve and update the existing chapters and to make the next one better.
    • By mrDIMAS
      Hello everyone! I need to fill lua table with functions from script file like this:
      function init() end function update() end I need to create table on stack and fill it with this functions from specified file. How can I do this?
  • Advertisement
  • Advertisement
Sign in to follow this  

Profiling

Recommended Posts

Hey all,

As the code slows to a crawl we have to instrument our binaries, but its been a while since I did programming on a platform that had options. I'm used to live stack sampling inside small kernels, and because of this I don't want to go back to the stone-age of fully instrumented executables.

I had a look at CxxProf: https://github.com/monsdar/CxxProf/wiki/What-is-CxxProf%3F and it looks nice. Especially the part where you can pick and choose where it does the work.

But, before I go ahead and do all this integration, what profilers do you use? Not to mention, CxxProf hasn't been updated in 3 years, although hopefully it still works well.

 

Actually, I have to sneak in a second question. I'm dividing my levels into a grid of X*X cells so that I only have to iterate over the cells (X-1 to X+1, Y-1 to Y+1) to find nearby objects. Using a "hash" of the cell position to assign objects to cells, where each cell has a set of objects. Does this sound like a plan?

Edited by Kaptein

Share this post


Link to post
Share on other sites
Advertisement

I actually prefer manually instrumented profiling over sampling profilers most of the time. It's easy to instantly see a big picture view of a frame, including when tasks are running relative to each other on different threads, and once a problem area is identified, it's easy to add more instrumentation into that area so that you can drill down in the next session. Sampling based methods are IMHO more noisy and not as easy to tell the time of a function in respect to a single frame.

I had a look at a bunch of libraries last time I needed one, but IIRC I couldn't find one that was as simple / bloat-free as I thought such a project should have been, so I wrote my own. Mine's ~400 LOC, including integration with my engine's thread pool and the code to serialize the output into chrome://tracing format for visualization, so it's not like it's a hard task to take on yourself -- profiler.hprofiler.cppprofiler_json.cpp

As for the second question, yes, if your cell size is bigger or equal you actually only have to inspect the contents of 4 cells (the 4 that are closest to the center of your search radius).

Share this post


Link to post
Share on other sites
23 minutes ago, Hodgman said:

I actually prefer manually instrumented profiling over sampling profilers most of the time. It's easy to instantly see a big picture view of a frame, including when tasks are running relative to each other on different threads, and once a problem area is identified, it's easy to add more instrumentation into that area so that you can drill down in the next session. Sampling based methods are IMHO more noisy and not as easy to tell the time of a function in respect to a single frame.

Yeah. live stack sampling is more of a "we don't have any other choice, because its hardware". It does have some positive traits though, eg. if the sampling source is bias-free then so are the samples. I'll defer to your experiences with full frame analysis. I always thought I would want to see data on a specific point and then "do things" in the game to figure out how that area changes in time-cost.

Your answer on the cells seem right to me. Sounds like uniform voronoi grid thing I did ages ago. Thanks.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Advertisement