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Neil there were some horrendous inefficiencies like Textboxes being filled with same text in the middle of the main loop. Anyway it probably got in a mess because of the way it evolved.
Im still working on it but heres a improved version Can u find me a Sand icon from somewhere and swap it with the tap one and then zip it back to me? |
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Once liquids and gases are perfected, along with interactions then moddability is the next issue. So there is no need to do lots of elements now.
Also I have noticed thatit only takes about 1/5th of the screen to be liquid to slow the game to a near stop. I know it has been made amazingly fast compared to the original but does anyone have ay ideas of improving it (not necissary but just asking) |
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Neil I have a cunning plan to speed things up - pixels that are stuck or moving v slowly will go into a secondary list that is only updates every second, while the fewer fast moving ones will be in the primary ticker.
Anyway can u do me a favour. Ive added the sand icon. Can u compile this into a device EXE for me, and zip it back - Im not on a pc here so cant do it - Thanks Ive made it more streamlined and am interested to see how much faster it is compiled Last edited by colin9876 : 12-11-2007 at 07:57 PM. |
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Here you go... All nice and compiled.
EDIT: Didn't see your last post... will re do that. EDIT2: Done. EDIT3: Is their a way to change density and Weight of the liquids so the fall through the less dense and fall faster? Last edited by neilnapier : 12-11-2007 at 08:11 PM. |
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Sorry about the double post but: Would using a newer version of BASIC4PPC (ie 5 or 5.8) effect the speed of the program.
Also Erel are you just the admin of this or are you the creator of the program as you seem to know more about the functions than anyone else. |
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Thanks Neil, Yes eventually there will be two more parameters in the library
pgravity() will be added to the y coordinate rather than just 1. So u could have -1 for gasses going up, 1 for falling material, and say 0.5 for slow falling material. I will ask AGraham for this when weve finalised how the collision parameter will be done. So just hold on for that one. Anyway got the whole thing much faster by having two arrays. Pixels get moved to the slow/static array if they havent moved. I check the oldest (nth) pixel before and after a call to the bithandler and move it to the slow array if the x&y didnt change The slow array gets moved every 5th tick. By the way, how did u get on re working out if u have a C# compiler that can do dlls? Im interested to know what software AGraham uses - maybe we could get the same one as him? Last edited by colin9876 : 12-11-2007 at 09:14 PM. |
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