Re: garbage collection in bgt
You would need to make it more event-oriented. BGT doesn't come with anything particularly for that purpose, so you'd need your own classes/functions/etc.The general outline that I use for an event-oriented game lent itself to an interface well enough that I
Re: garbage collection in bgt
You would need to make it more event-oriented. BGT doesn't come with anything particularly for that purpose, so you'd need your own classes/functions/etc.The general outline that I use for an event-oriented game lent itself to an interface well enough that I
Re: garbage collection in bgt
You would need to make it more event-oriented. BGT doesn't come with anything particularly for that purpose, so you'd need your own classes/functions/etc.The general outline that I use for an event-oriented game lent itself to an interface well enough that I
Re: garbage collection in bgt
Yeah, scenes are another name for it. It's something that gets reinvented nearly continuously, so much so that various XNA tutorials spend a very long time on it. Shame XNA is dead, that thing is about as easy as BGT plus what we might as well call your
Re: garbage collection in bgt
You would need to make it more event-oriented. BGT doesn't come with anything particularly for that purpose, so you'd need your own classes/functions/etc.The general outline that I use for an event-oriented game lent itself to an interface well enough that I
Re: garbage collection in bgt
Easiest question first: For entity managers, only have one. When the player changes levels, dump everything but the player and reload. If you're going to have levels, just make other levels stop, possibly even letting them reset completely.The rest
Re: garbage collection in bgt
This reminds me of what I have to manage different scenes. Each menu or UI screen is a scene. I have a stack of scenes, and the top of the stack would be the current scene that receives calls to onUpdate. The top scene also indicates what types of transitions
Re: garbage collection in bgt
You would need to make it more event-oriented. BGT doesn't come with anything particularly for that purpose, so you'd need your own classes/functions/etc.The general outline that I use for an event-oriented game lent itself to an interface well enough that I
Re: garbage collection in bgt
I think he may be looking for someone to maintain bgt, if I remember correctly, he said so in a blastbay forum post a while back. His choice of angelscript is pretty curious though; arguably, any one of the other popular game scripting languages would
Re: garbage collection in bgt
I think he may be looking for someone to maintain bgt, if I remember correctly, he said so in a blastbay forum post a while back. His choice of angelscript is pretty curious though; arguably, any one of the other popular game scripting languages would
Re: garbage collection in bgt
I should have said world state, my bad.A lot of this just falls out if you don't ever cache anything, and trust me when I say that you'll still be quite fast enough for anything single-player. When entities die, they just don't show up when you do the query
Re: garbage collection in bgt
I think he may be looking for someone to maintain bgt, if I remember correctly, he said so in a blastbay forum post a while back. His choice of angelscript is pretty curious though; arguably, any one of the other popular game scripting languages would
Re: garbage collection in bgt
Yup, am hoping to avoid having to cache anything. Will look up the publish subscribe pattern. I am familiar with big O notation; you're probably right that I may be worrying a bit too much on performance. Maybe instead of trying to make things faster by having
Re: garbage collection in bgt
Yes, I hope to avoid this thread turning into a flame war as well. Doing that with no third-party libraries to assist in the task sounds pretty painful. I've actually been contemplating leaving bgt ever since I tried implementing the entity system. Doing
Re: garbage collection in bgt
My offer for things I'd reach for was more along the lines of other languages, just sort of a general overview of what's out there. Every time I bring up other languages without being asked, someone starts a flamewar. I'll answer the question, then you'll
Re: garbage collection in bgt
One thing that I noticed in bgt compared to mainstream games, is that some things can pause the execution of the entire game. For example, dynamic_menu.run pauses the game until you pick an option. I don't see this sort of thing in sighted games usually. How
Re: garbage collection in bgt
Yeah, that's just it. It is easy to get started with. My problem these days is the social aspect: Philip made a language, made everyone believe that the language was superior to everything else, and then left it behind without open sourcing it. And it could
Re: garbage collection in bgt
I think I've narrowed it down to the class that's causing it, unfortunately, its the most frequently used object in the game. I can't figure out how it could cause a circular reference though.The entity class represents a game object, and components define
Re: garbage collection in bgt
I'll bite; how much effort is required to do that, and what would it involve?
URL: http://forum.audiogames.net/viewtopic.php?pid=242802#p242802
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Re: garbage collection in bgt
I can't speak specifically to BGT, but no one else is taking this.If your test script is ticking a world as fast as possible, 41 collections in a minute is not typically a problem. If your test script is not taking that much Ram, then I wouldn't worry about
Re: garbage collection in bgt
Entities hold a reference to the entity manager. Some components have Entity data members. The entity variables in component classes are not references, but copies of the actual entity object. Manager does have references to the components it manages
Re: garbage collection in bgt
I think you're right in that it shouldn't be cyclical if you're copying. This is a difficult question and someone who uses BGT will have to answer it definitively, but I'd be super surprised to hear the answer is yes. Angelscript is odd
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