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Re: [glob2-devel] new gradient system


From: MOA333
Subject: Re: [glob2-devel] new gradient system
Date: Wed, 18 Aug 2004 00:40:55 +0000
User-agent: Mozilla Thunderbird 0.7.3 (X11/20040812)

ok, new tests, it seems that on a game witout any AI on a 256*256 there is one function that takes 50-60% of CPU up to 65% some time:

                   // We store full recursive checkSums data:
gui.game.checkSum(net->getCheckSumsListsStorage(), net->getCheckSumsListsStorageForBuildings(), net->getCheckSumsListsStorageForUnits());



and the seccond one that takes about 30% of CPU:

               // here we do the real work
if (networkReadyToExecute && !gui.gamePaused && !gui.hardPause)
                   gui.game.syncStep(gui.localTeamNo);


Al the other parts take les than 10% most o the time on this type of map, on the begining of the game



On a normal map with AI (128*128)
               // we draw
               gui.drawAll(gui.localTeamNo);
this i s taking more than 80%, even more than 95% of the time if i let the game some minutes...
But here is no problem of speed, because the cpu is alaways 50% load....

I dont know if all the cpu time neaded to draw on the screen is mesured, or only what the program does; i eman i dont think that the time occupied by openGL is counted here....


this is not a final rapport, only a simple test. I'll do a final rapport when i will be able to load the huge map

i have the folowing error:

 bash-2.05b$ src/glob2 -t1 -s800x600 -F
Toolkit : Initialized : Graphic Context created
glSDL/wrapper: Max texture size: 256
Toolkit : Screen set to 800x576 at 32 bpp in window
End-user map name is RMHM_no_Rush_Migration_Huge_Map_by_moa3333
End-user map name is Migration
End-user map name is Slow expantion
End-user map name is Slow expantion 2
End-user map name is 256 map
End-user map name is SmallForTwo
End-user map name is Garden 3
End-user map name is tutorial
End-user map name is Easy Three
End-user map name is Tower Defense for 2
End-user map name is Isles
End-user map name is the sand square
End-user map name is A big pond
End-user map name is A long path
End-user map name is Hide and Seek
End-user map name is Passages
End-user map name is The blue vail
End-user map name is WaterInTheDesert
End-user map name is WaterInTheDesert
CGS : Loading map 'maps/RMHM_no_Rush_Migration_Huge_Map_by_moa3333.map' ...
End-user map name is RMHM_no_Rush_Migration_Huge_Map_by_moa3333
GameGUI::loadBase::s=maps/RMHM_no_Rush_Migration_Huge_Map_by_moa3333.map.
Loading map header
End-user map name is RMHM_no_Rush_Migration_Huge_Map_by_moa3333
glob2: Map.cpp:2026: void Map::updateGlobalGradient(Uint8*): Assertion `size <= 65536' failed.
Aborted
bash-2.05b$






SOME BUGS:


AINumbi is working
with AICastor i get the folowing erorr:


CGS : Loading map 'maps/256v256.map' ...
End-user map name is 256v256
Generating map, please wait ....
makeRandomMap::old-base=(0.333333, 0.333333, 0.333333).
makeRandomMap::new-base =(0.333210, 0.330676, 0.336114).
makeRandomMap::simulateRandomMap=(0.211670, 0.372803, 0.415527).
makeRandomMap::beforeCount=(0.331589, 0.332489, 0.335922).
makeRandomMap::final count=(0.325241, 0.332123, 0.342636).
minDistSquare=5613 (74.919957).
squareSize=21.
makeRandomMap::success
.... map generated.
Game : AIs are now allied vs human
AI mask : e
reinitializing STATISTICS - first cpu time Statistics after thius is most precise, others are aproximations
myLocalWishedLatency=7[ticks]
myLocalWishedLatency=6[ticks]
myLocalWishedLatency=5[ticks]
cpu STATISTICS: Step24->59%cpu30calls |Step31->39%cpu30calls |Rest->  2%cpu
myLocalWishedLatency=4[ticks]
myLocalWishedLatency=3[ticks]
computeEnemyWarriorsMap()
computeEnemyWarriorsMap()
computeEnemyWarriorsMap()
glob2: Map.cpp:3948: bool Map::pathfindForbidden(Uint8*, int, bool, int, int, int*, int*, bool): Assertion `gradient' failed.
Aborted
bash-2.05b$









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