Hi folks,
Current status of D/A5 LixI'm 90 % feature-complete for singleplayer, and 80 % done with the singleplayer-relevant menus. In the upcoming days/weeks, I'd like to compile another test release for Windows.
Physics are similar to C++ 2015-09-02 plus geoo's physics fixes: miner cancelling prevention, refined lem order when updating physics.
Playing singleplayer levels is supported, replay saving/loading is supported. Automatic replay checking is
not yet supported. Reasoning: Physics change somewhat anyway, and must be refined for a while. Manual testing of physics might be most interesting. Fewer features allow me to get the test release out sooner.
Or would someone like automated replay testing right away? Anything else that I forgot, that would be helpful for the smoke test?
Bug tracker of D Lix.Benchmarking in 2015-08In August, I have asked people to send in their benchmarking results. As it turns out, I have the slowest machine of everybody. Therefore, I haven't analyzed the benchmark results more deeply, and instead wrote code that made myself happy. If I'm content with the performance here, probably most people will, too.
If anyone wants to make nice graphs or tables, you can download the
bundled raw benchmark logs from 2015-08.
If anybody want to get entrenched and optimize drawing, they're encouraged to nag me in IRC.
geoo:I have implemented drawing to terrain with correct semantics now. In particular, these two bugs are fixed:
removers overwrote steel,
adders overwrote terrain.
Drawing a miner swing takes 0.1 ms when it doesn't have to check for steel, and 7 ms (= half of a frame at 60 FPS) when the mask is copied pixel-by-pixel in a manual loop. Since in that case, it would cancel, this kind of drawing is comparatively rare. Exploders not overwriting steel are more expensive. The nuke explodes one lem a time, so it's again leveraged.
I am planning some experiments with holding the bitmap drawing. I expect this to speed up the pixel-by-pixel copying. I haven't looked into that again since you wrote the benchmark code. (
Explanation of benchmark modes, and
benchmark code on github before I eventually removed it from the master branch.)
Once this thread has settled, towards the weekend maybe, I'd like you to build for Windows.
-- Simon