The way things are nowadays, it's about neither. RAM space is mostly negligible unless you're dealing with large images or sounds. CPU's are generally very fast unless you're doing very intensive calculations. The biggest issue is memory bandwidth and transfer speed. So the best way to make performance gains is by optimizing your cache usage, for example by storing data that you are going to iterate over contiguously and writing SIMD-like code.
- Game Maker Community
- → Viewing Profile: Posts: Boreal
Boreal
Member Since 12 May 2008Offline Last Active May 18 2013 12:10 PM
Community Stats
- Group GMC Member
- Active Posts 417
- Profile Views 11439
- Member Title C++ Wackjob
- Age 16 years old
- Birthday September 11, 1996
-
Gender
Male
-
Location
Canuckistan
-
Interests
Sailing, Amateur Game Dev
-
Version
None
Latest Visitors
Posts I've Made
In Topic: Mem Vs Cpu?
20 April 2013 - 01:06 AM
In Topic: Chess Has Become Like Reciting Moves
18 April 2013 - 11:48 PM
The thing about chess is that it has a huge, significant metagame at higher levels of play. The strategy becomes less and less focused on individual pieces and even your own tactics, and more and more focused on anticipating your opponent's strategies and also throwing them off so they don't anticipate yours.
In Topic: Practicality Of An Open World Engine In Gamemaker
18 April 2013 - 03:30 AM
Practically, yes. You could do something dynamic but it would be very difficult to do it without taking up too much runtime or being too random.
In Topic: Practicality Of An Open World Engine In Gamemaker
18 April 2013 - 02:28 AM
If that was the case, I'd design each NPC's state to be a function of time, so pathing and performing certain actions depending on the time of day. This is looking at it from a Game Maker perspective, of course, where background simulation is not really viable.
I'm actually creating an open-world game myself in C++, and I'm planning on simulating all NPC's procedurally in the background at a very coarse level. This will involve approximating location and changing their state depending on significant events or interactions, but not simulating them down to the physical level as they would be were they in view. More important NPC's will be simulated more accurately, for example, story-significant characters or unique monsters.
In Topic: Multiplayer Projectiles Synchronisation :
18 April 2013 - 02:10 AM
For a simple case like this, synchronization probably won't be necessary. However, if you wanted to have a more general synchronization system, you would have to be able to map client side instances to server side instances. The simple way to do this would be to keep a ds_map on the client side mapping the server side ID to the client side ID. The server would send its instance ID when the object is created, and the client would map that to the instance it creates in response. The server can then send generic updates for position and velocity along with the server side ID, and the client can map that ID to set the position and velocity of the correct instance in turn.
- Game Maker Community
- → Viewing Profile: Posts: Boreal
- Privacy Policy
- GMC Rules and Forum Rules ·



Find content
