2 registered members (Akow, tomaslolo),
1,536
guests, and 12
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
[Engine] improving
#280590
07/23/09 13:25
07/23/09 13:25
|
Joined: Aug 2004
Posts: 1,345 Kyiv, Ukraine
VeT
OP
Serious User
|
OP
Serious User
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
|
One more idea came to me Would be nice, if compiler build every file separately from others... In this way, building of a huge projects would be a lot faster For example, i have 30 files, and now i'm working only with one of them, but every launch i need to wait about 5-6 seconds before they all recompiles
|
|
|
Re: [Engine] improving
[Re: VeT]
#280602
07/23/09 13:44
07/23/09 13:44
|
Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
|
Expert
Joined: Feb 2008
Posts: 3,232
Australia
|
Any ideas on roughly how far away (time-wise) the DLL option is?
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
|
|
|
Re: [Engine] improving
[Re: VeT]
#281022
07/25/09 00:09
07/25/09 00:09
|
Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
|
Senior Expert
Joined: Jul 2001
Posts: 6,904
|
can you modify level_load (STRING* filename) to something like level_load (STRING* filename, var percent) so we would be able to: - create huge levels without long loads, next part of level could be load dynamically, and user even wouldnt notice that (like in Dungeon Siedge) - play script cutscenes while level loads Tell me: how do you define the level parts which belong to which "percentage range" These "features" are overcharging the way WMB files are meant to be. If you need to dynamically load your levels then build your own level format beside WMB.
|
|
|
|