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Technically, unity is quite an accomplishment, but I am going to have to side with Mike on this one.
The chances of unity going anywhere substantial are slim. Unity has existed for many years. ...
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I'm not sure if this is your problem but:
Math.abs(nn);
Wont do anything.
You need:
nn = Math.abs(nn);
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Flash
Silverlight
Unity
Java PulpCore
Director
Java Applet
In order of preference. Depending on your requirements some will be better than others though.
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Whenever you have a graph search problem, A* is generally the best solution. As well as always producing an optimal path, it is very efficient compared to other methods.
Tracing and robust...
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Monday is probbably a bad idea.
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State machines were designed to simulate primitive behavior of single objects. Not only do state machines not do any real "thinking", but they have absolutely no way of making decisions. They just...
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You mention using fuzzy logic and state machines to choose a strategy, however these are both very rough and quick approximations that work well in a fast paced game but just aren't "intelligent"...
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The kind of AI you use will change greatly depending on the type of game. TOdorus has outlined a few solutions but those are more for the real time first person shooter kind of games and are...
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I am mainly against object pooling as a matter of principle because it has become a net performance loss in almost all other languages and instantiation is rarely even a minor bottleneck.
Even if...
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This has nothing to do with pooling VS creating. No matter which approach you take the same number of bullets will be in existence at any point in time. Pooling 10 bullets a second will only save...
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But when we are talking about 10 bullets a second there is no way pooling is going to make any difference. The only possible way that could hurt the framerate by any measurable amount is if you let...
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I find it highly unlikely that the speed gain was due to object pooling. On my computer the following code executes in 60ms:
var p:Point;
for (var i:Number = 0; i < 100000; i++) {
p = new...
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Well, it isn't like memory allocation or deallocation will be significantly slower in Actionscript than C++ since it is a single operation. So because Actionscript is so much slower than C++,...
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It is hard to explain the techniques that a game like Crysis would use to render scenes just because it takes advantage of a lot of features of the GPU that have no CPU equivalent. Crysis takes...
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That is the real issue. Here is a simplified rundown of how the GPU works:
You set the current states (This will essentially consist of what texture you want to draw among other properties such...
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Memory allocation and deallocation will always be slow processes, however in flash it won't be as much of an issue because it is both slow to begin with and has garbage collection.
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While the flash DisplayList could be considered a SceneGraph, it is far more primitive. To begin with, the DisplayList is a tree, not a graph. In a SceneGraph, nodes can have multiple parents and...
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The GPU just doesn't work that way. The GPU is fine if you want to render 500,000 triangles with the same texture and render state. Rendering a hundred quads each with a different texture would...
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GPU Acceleration isn't something that can be turned on and off though. If the flash player naively did a texture change for each movieclip it had to render you would be getting performance far worse...
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None of your examples represent any failure of the garbage collector. As a matter of fact, they are the correct and logical behavior.
I think the real problem is that people don't understand that...
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There is no synchronization necessary here since its not actually threaded.
All that is happening is a time consuming algorithm is broken down to allow execution across multiple frames.
This...
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A single model at non-interactive framerates isn't really comparable.
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Sorry, but I'm going to have to drag this thread back to reality.
Flash:
http://img408.imageshack.us/img408/9753/flashlq2.jpg
Shockwave:
http://img147.imageshack.us/img147/5990/shockwaveha0.jpg...
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I will agree that Director is essentially dead, and suggesting that you develop a 3d multiplayer game in Flash is laughable. You essentially have three options, Java, Silverlight and Unity.
Of...
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My guess is that this is a keyboard problem. Most keyboards can only register a certain number of keypresses at a time.
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