Ok, interpreter is the source of evil, as any virtual machine is. seeing as nexuiz (the thing that became xonotic) ran fine back in the mid 2000's. is probably having MUCH worse issues with the graphics. any computer thats having speed issues with xonotic's code. why don't you go try to convince them to switch. minecraft is having more speed issues than us. not fixing what is working (except Samual ). and most devs are working on adding new stuff. Its hard enough for me to keep on track writing a small wiki page. (08-31-2012, 07:50 PM)hutty Wrote: Quote:its very easy to rewrite to c or c++ or anything compilable Anyway, i dont have problem with the DarkPlaces engine, i only have problem with the fact that xonotic have been written in Qc (its very easy to rewrite to c or c++ or anything compilable) because u just look at the Qc interpreter, find what kind of functions are called and thats it. What i think, that an open source game engine should only be written if it has many things it can achive faster then another open source engine, because features can be switched on of etc on the other fast running engine. The code in c or c++ or whatnot, would look almost identical, if not completely, because the code would only use functions of the engine, and no other outsider functions would be used, then it just have to be compiled to different things. But already you have the game engine compiled to different executables, as it can run on different systems. something run on interpreter is very slow, however it depends on interpreter. You want to optimize, because if you want to add kinda new features then it would be slow. Furthermore, all the game engine should be protected from stack overflows, and a other things can be checked such as that the exectuable sections of the file must not allow self-modification (because this way its possible to be made so as to call lybraries outside of game libraries, but this would be hard to be recognised by automata before it is too late). So the mod file compiled must only include links to functions wich are part of the game anyway, and this can be checked by an easy method present in the original engine code (and executables). This is how most interpreters work.Ībout security issues in case of using programs for processors (not for virtual machine): The dll, or any kind of other extention written for the program, will have a list of functions wich it want to access in other libraries or whatnot, this list of function can be read, and checked for containing stuff wich is interface to non game related stuff. spam) don't count, so with this new graph you can really keep track of how well you're on target.The byte code mentioned have to be interpreted, and it is very very slow, it contains usually additional jumps, at least two of them and a crap load of stuff to set-up, the stack frame, get the last pointer thing from memory, save the new one to memory, and somewhere in between, there is some code wich does the actual thing written. The second graph shows the effective damage a player dealt per splash damage weapon (Rocket Launcher, Mortar, Electro, etc.). One thing to note is that a weapon won't show up under the graph until the tracked player has used it five or more times in the past 90 days. The graph replaces what was once a big table of numbers containing the accuracy and damage details. The first graph shows a player's average accuracy for a given weapon along with the accuracy for that weapon for up to the past 20 games. Changes include accuracy and effective damage graphs, favorite map tracking per-player, and ranking information on the player info page (/player/). XonStat updatesĪntibody, "the Chuck Norris of databases", continues to maintain and further develop our global statistics tracking system, Xonstat. To learn more, take a visit to the Simple items thread on our forums.
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