Posted: Thu Dec 30, 2010 12:40 am
how come more light weight engines usually run faster than dp on all of the machines iv tested it on.
If PG2 out that it necessarily should contain full GUIChip wrote:You could call it Prydon's Gate Extended, or Prydon's Gate 2.
Tell me please - how to do this? I got sources of Prydon and csqc gui, now can somebody show me the way to connect Prydon inventory (or stats or quests) with csqc gui?tyrael wrote:And we have CSQC gui like http://forums.inside3d.com/viewtopic.php?t=2540 or like http://forums.inside3d.com/viewtopic.ph ... s&start=30
Not exactly. It's quite common that executables which are bigger than they should be are actually debug versions, filled with useless stuff for final versions or unoptmized but more adequate to debugging versions of runtime functions like malloc() - does it rings any bells to you ?mh wrote:A funny thing about "bloat" is that it doesn't actually use up any extra memory or CPU. Code that's never run is never actually paged in, so executable size genuinely doesn't matter. Size of code has not as much to do with execution speed as you might think - I can show you 600 lines of code that run much faster than 2 lines but yet do the exact same thing.
The whole "bloat" thing is actually a colossal myth (or lie, take your pick).
The problem with DP in modest hardware uses to be RTlights. Also, I remember from my Q2K4 times that the colored light code (at least the one from the tutorial on Darkplace's page - dunno if stills the same code) represented a massive frame hit.ceriux wrote:how come more light weight engines usually run faster than dp on all of the machines iv tested it on.
I agree. The latest DP engine brings lots of new functionality since my forking, and I'd like to use it. The project is however, in a freeze state, as I don't have the required time.LordHavoc wrote:There is never a reason to get rid of code that you don't have a use for, except some self-deluding goal like a smaller exe, which in the modern age means the difference of a 10 minute download finishing a few milliseconds faster, and computers today have amounts of ram that make it a drop in the bucket as well.
Busywork for the sake of busywork is not in fact work at all, ripping code out doesn't accomplish anything but waste your own time.
The only time I ever remove code from darkplaces is when I deem a feature no longer worth maintaining and it conflicts with other functionality, until these two criteria are met I maintain a feature for the sake of the users and the developers who may depend on it.
To fork an engine for your project is perfectly understandable (although often displeasing users in the process) and I would never speak against the practice, especially if you are adding functionality specific to your game.
I am however strongly advising against the idea of removing code "to make it faster", a blatant self-delusion.