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It lags pretty bad on my 1st generation iPhone. :[
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It would break the classic feel of the movement, but it would be cool to see something like this as opposed to the 4-direction movement which is kinda annoying to use on an iPhone (keep in mind that it would have proper graphics and wouldn't have the debug graphics (lines and crosshairs)). Quote:
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Why not just implement diagonals buttons? Just make them invisible.
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I seriously think that player, arrow, bomb, etc logic should be independent from framerate, I've said it a bunch of times already.
There already are diagonal buttons, Dusty. And the 360 degree movement is very meh. It lacks feeling, at least for me, seems very floaty. It's also hard to hit the edge of the joystick on the iPhone, so controlling with a good amount of speed and precision would be a chore. Then again you could solve that by just multiplying the distance by 2, but it still causes a bit of a problem. |
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I ponder if the slowdown is caused by lack of polygon-pumping or CPU power. |
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The iPod 2G. |
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It has to do calculations, though, for adjacent levels, but players sitting alone, unmoving, shouldn't require any. |
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I have a problem, I'm trying to purchase the Player Customization, but it says I cannot purchase it and that I have to create a new account in the Sandbox environnement...
I have no idea what to do :( |
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I think he means the notifications that are in the bottom right corner :p |
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....sometimes... Thx. :D |
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On the gmap it actually renders one level in every adjacent level. So that's typically 9 levels when you're on the gmap. However, I don't think it's actually rendering it. However, I'm pretty sure it's still rendering NPC's and players(as I've used NPCs to get past the clipping of showimgs).
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Should make it work for the google phones too! :D
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It's CPU stress, is what it is, unless it's the amount of textures that have to be bound, since nearly every player has a different head/shield/body combo and it has to swap textures all the time.. I remember how some of my stuff ran on the PSP when it would render the world from in a nearly random order, and the performance increase I got when I sorted the world by texture.. Unfortunately, Graal can't do anything like that because of the sheer amount of different heads and bodies. Nonetheless, I doubt it's that, and it's still probably CPU stress. GS2 isn't horribly efficient, you know. |
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I fail to see why; it's 3 polygons to render, a name to render, and a gani to parse. Both should be incredibly easy for the engine to do. |
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Also, I don't think the new one(which the iPhone uses) uses 3d rendering for flat images anymore. |
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Eh? That would be silly. |
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I do dozens in each frame in some of the stuff I do; no slowdowns. |
I'd like to ask whats the chances of having some PC player user submitted bodies and heads n stuff? Or is this already something taken care of?
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You should only receive data on the players in adjacent levels and your own level, probably around 20. Scripts, there are barely any scripts on the overworld. Levels, all that has to be done is some simple collision algorithm and rendering them. It's a mystery where the slowdown is coming from. |
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As far as I can tell, the Graal code is very abstracted (i.e., the other iPhone games running off of the same codebase), so inefficiencies were likely introduced in the multiple levels of abstraction. Stefan seems to have been trying to weed out those inefficiencies though.
There will be a breaking point where it is simply less efficient for being abstracted in the first place, but I'm confident that point isn't anywhere near; I'm sure there are more cases that can be optimized. If the iPhone client was written directly from scratch, and wasn't made to support anything but exactly what it is currently doing, I'm sure it'd be plenty faster -- but it would also make the development a big hassle. |
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Now my soul can rest in peace. |
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but on a different note, the lag does occur only because of the people on adjacent levels. if you walk a few levels away from everyone, you'll notice all the lag is gone. so with that said, it's because of the amount of data being sent from people like constant gani-changes from idle->walk->sword etc, among constant movement packets from each player - and with about 20-30 people in all these levels, of course lag is going to exist. if you remember graal in the older times, when the best processor was a pentium 3 with like 650-800 mhz.. there was lag back then too although there was a lot more multi-tasking going on with computers then such as aol always having to be on for dialup connections etc.. but it wasn't that bad because it was levels, not really a map. |
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