So we get stiff once in a while. So we have a little fun. What’s wrong with that? This is a free country, isn’t it? I can take my panda any place I want to. And if I wanna buy it a drink, that’s my business.
I learnt this from my computer classes and highschool experiments with writing a game:
It's really, really easy to make a game chew more CPU than it really should. You could recreate a Mario platformer in a way that brings your fancy overclocked P4 to its knees in seconds when (obviously) it doesn't need to.
And then my interest in programming declined for unrelated reasons and I never got any better at it.
Man it's getting tense. My mom is popping in every like, twenty minutes to try to coax me to the CAMH. Jeez.
Tell her she's upsetting you and actually making you worse with the constant pressure and badgering, and that if she wants to help you the best thing to do is to leave you alone and let you try the new medication when it is time to do so.
Sweep the leg, grasshopper.
Pony on
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JacobkoshGamble a stamp.I can show you how to be a real man!Moderatormod
It's really, really easy to make a game chew more CPU than it really should. You could recreate a Mario platformer in a way that brings your fancy overclocked P4 to its knees in seconds when (obviously) it doesn't need to.
And then my interest in programming declined for unrelated reasons and I never got any better at it.
Oh yes. I ranted a bit about that last night.
It's basically discrete logic vs delta-time logic.
Right now I'm using discrete logic only. The game runs at 60 updates per second, and I calculate movement as pixels per update. That's fine and dandy if you can maintain those 60 updates per second. But if it starts to dip below that, the game slows down accordingly.
The other way is delta-time logic. Each update I check how many milliseconds it has been since the last update, and then calculate how long I should have moved since the last update. That ends up with some more work, but it's immune to update slowdowns.
Right now I'm horribly inefficient and redraw the entire screen for every update. We'll see if I have to write a blitter so I only redraw parts that actually change.
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That was just to learn some basics. A platformer is what I want to make out of it.
I'll steal some Minecraft textures or something later.
nooooooooo
I knew I shouldn't have talked to the girl with pharyngitis in class
No, not for a couple months. I looked at her Wiki. Man, Stoya's weird in all the sexy ways.
My friend has made this: http://www.herostatusapp.com/
He submitted it to the Appstore, he is hoping to hear back soon on whether or not it's good to go. He plans on selling it for .99
So how good are the seats?
It's really, really easy to make a game chew more CPU than it really should. You could recreate a Mario platformer in a way that brings your fancy overclocked P4 to its knees in seconds when (obviously) it doesn't need to.
And then my interest in programming declined for unrelated reasons and I never got any better at it.
Have fun! I hope you enjoy it!
Glad you decided to go. Let us know how it is?
Also let me know the reaction when Shields destroys GSP.
Tell her she's upsetting you and actually making you worse with the constant pressure and badgering, and that if she wants to help you the best thing to do is to leave you alone and let you try the new medication when it is time to do so.
Sweep the leg, grasshopper.
You know it'd be kind of neat if Shields wins. I don't think he will, but it'd be neat.
Yeah I know Im just trying to overcompensate because I'd rather be wrong about Shields than GSP.
Sadly there's no album version of it on youtube apparently
Oh yes. I ranted a bit about that last night.
It's basically discrete logic vs delta-time logic.
Right now I'm using discrete logic only. The game runs at 60 updates per second, and I calculate movement as pixels per update. That's fine and dandy if you can maintain those 60 updates per second. But if it starts to dip below that, the game slows down accordingly.
The other way is delta-time logic. Each update I check how many milliseconds it has been since the last update, and then calculate how long I should have moved since the last update. That ends up with some more work, but it's immune to update slowdowns.
Right now I'm horribly inefficient and redraw the entire screen for every update. We'll see if I have to write a blitter so I only redraw parts that actually change.
Jake Shields and I went out for a few weeks. It was a tumultuous relationship
You should be the guy who writes the t.v. censored dialogue.
Cass is backup.