ptitSeb
Serial Porter
P.S.2: do all entities share the same logic code ? Or is there one logic code per entity ?
Both, there are some common code (the one I want to optimize) and some specific code (that I don't plan to touch for now).
P.S.2: do all entities share the same logic code ? Or is there one logic code per entity ?
Yeah, I've seen the 2.0.7. I'll update.Hi all
@kuru : thanks for the heads-up !
@ptitSeb : according to TurningWheel's GitHub, version 2.0.7 is out :
https://github.com/TurningWheel/Barony
Could you please give this new version a go ? Is there a remote possibility GCC 7.2 + a newer GL4ES library could produce a faster gameplay ?
And last but not least, did you try to port Barony to the Pyra yet ?
Cheers, Magic Sam
Doesn't software rendering work really well on Pyra though? I remember that video of reicast working without 3D drivers.Yeah, I've seen the 2.0.7. I'll update.
About Pyra, remember that there is no 3D Driver yet...
That video was *with* 3D Driver, on an (much) older OS revision (and on a dev board, not on the Pyra itselft with TILER to handle the rotation of the Image).Doesn't software rendering work really well on Pyra though? I remember that video of reicast working without 3D drivers.
Oh! I wasn't aware that was with acceleration.That video was *with* 3D Driver, on an (much) older OS revision (and on a dev board, not on the Pyra itselft with TILER to handle the rotation of the Image).
glXGetProcAddress: glXGetSwapIntervalMESA not found.
Caught segfault at address (nil)
./runscript.sh: line 139: 2530 Aborted ../barony
[12-44-19] Caught segfault at address (nil)
[12-44-19] Signal 11 (dumping stack):
../barony(_Z18segfault_sigactioniP7siginfoPv+0x3c)[0xbd744]
AL lib: (EE) alc_cleanup: 1 device not closed
barony: /media/SEBEXT/sources/git/openal-soft/Alc/ALc.c:795: LockLists: Asser
tion `ret == althrd_success' failed.
No, it's not your fault, it's the way it crashes (in the middle of the heavily asm-optimized memcpy). I'm building gdb 8.1 now, to see if it can help (I don't think it will, but I wanted to upgrade anyway).@ptitSeb : sorry about the corrupted backtrace Is there anything I can do to help ?
Cheers, Magic Sam
==1033== Invalid read of size 4
==1033== at 0x4830DE0: memcpy (vg_replace_strmem.c:1019)
==1033== by 0x5A29AD7: CopyVArrayDataDeindex (drawvarray.c:611)
==1033== by 0x5A2A83B: DrawBatchOnVBuffer (drawvarray.c:1276)
==1033== by 0x5A2C4E7: glDrawElements (drawvarray.c:2554)
==1033== by 0x4A3131B: glDrawElements (gl.c:1129)
==1033== by 0x4A32EFF: glDrawArrays (gl.c:1234)
==1033== by 0x4A31D3B: glDrawArrays (gl.c:1172)
==1033== by 0xF018F: buff_flush() (opengl.cpp:626)
==1033== by 0xF1BB3: buff_leave (opengl.cpp:634)
==1033== by 0xF1BB3: glDrawWorld(view_t*, int) [clone .part.9] (opengl.cpp:1227)
==1033== by 0x1D467: glDrawWorld (opengl.cpp:663)
==1033== by 0x1D467: main (game.cpp:2734)
Well, no miracle here, each version has more and more data...- the game still needs a swap file no matter which Pandora you have
Ah yes, that, I'll update the PND with a version where Model Cache is enabled (so loading is much faster after the 1st launch)...- loading models takes a long time (several minutes), CPU usage is at 100%
Mmmm, I had changed that in the code, did I forgot something, I'll recheck- default keymap is "weird" to say the least: move forward and lookup are mapped on the same key for example...
Yep, it's pretty good performance-wize, and it's a current game- performance in-game is rather good on my Rebirth OC'ed @ 1GHz
Ah yes, forgot that one (and the dialog box when no data is present).- appdata/barony/barony.txt could use an update