Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2022-07-17 00:00:00Z and 2022-07-18 00:00:00Z
u wont find anything.
Imagine it like this:
RAM consists of random bytes at the start, bcs always setting all bytes of your whole RAM to zero at the computer start would be useless, u dont use all RAM most of the time
now c++ allows you to use uninitialized memory. This is basically the RAM as is. This can in some situations be useful if you dont care about initializing it to zero before using it
sometimes i need to show how to do something in a speedrun when none of us have started racing, but as soon as i do it we have to rejoin team again cus i forget this bug
09:18
tbqh didnt know how it worked exactly until now xd
09:18
okay why cant i reproduce it suddenly
09:19
there is SOMETHING broken about it, i thought for sure this was the way to produce it
@Jupstar ✪@Tater I'm thinking about implementing a tilemap optimization, because the performance in browsers isn't optimal yet
(apart from tilemap optimizations I could 1. add mipmaps or 2. add more stuff to the renderer like entities or smth)
I currently can think of 2 things that could be big optimizations:
1. render the tilemap to a texture first and for each next frame only render the difference (this would make tilemaps basically a no-op if the camera doesn't move), as explained in the factorio blog here https://steamcommunity.com/app/387290/discussions/0/1694924244565179392/
2. reduce how much of the screen we render for each tilemap each frame. maybe split the screen into multiple quads and calculate on the cpu which of the quads actually have tiles on them, or just calculate how much clipping we can do by kinda calculating a bounding box of the visible tiles on the screen
for 2. there might be more options but I don't see them yet
which of the two do you think will be the better improvement?
@Jupstar ✪@Tater I'm thinking about implementing a tilemap optimization, because the performance in browsers isn't optimal yet
(apart from tilemap optimizations I could 1. add mipmaps or 2. add more stuff to the renderer like entities or smth)
I currently can think of 2 things that could be big optimizations:
1. render the tilemap to a texture first and for each next frame only render the difference (this would make tilemaps basically a no-op if the camera doesn't move), as explained in the factorio blog here https://steamcommunity.com/app/387290/discussions/0/1694924244565179392/
2. reduce how much of the screen we render for each tilemap each frame. maybe split the screen into multiple quads and calculate on the cpu which of the quads actually have tiles on them, or just calculate how much clipping we can do by kinda calculating a bounding box of the visible tiles on the screen
for 2. there might be more options but I don't see them yet
which of the two do you think will be the better improvement?
im interested in 1., but i think you shouldnt underestimate that waiting for the previous frame can cost lot of idle time, so if you not runnning into a bigger GPU bottleneck it might work out even worse, how often does the camera actually stand still? and has no animations etc.
I'd do that for each tilemap individually, there are no movement animations for tilemaps and I'd render it in the normal color and add the envelope color in the fast simple render step
that sounds like a lot of memory. it seems you could batch tilemaps with same parallax together
Patiga
I'd do that for each tilemap individually, there are no movement animations for tilemaps and I'd render it in the normal color and add the envelope color in the fast simple render step
@Jupstar ✪ ah, another thing I'm wondering about is if there is a difference between doing many render passes in a command buffer or simply doing a new command buffer for each render pass and submitting them together
Patiga
@Jupstar ✪ ah, another thing I'm wondering about is if there is a difference between doing many render passes in a command buffer or simply doing a new command buffer for each render pass and submitting them together
i dunno, but many render passes might be a problem ofc, at least if you load the previous framebuffer
15:14
OP_LOAD vs OP_DONT_CARE
Patiga
@Jupstar ✪ ah, another thing I'm wondering about is if there is a difference between doing many render passes in a command buffer or simply doing a new command buffer for each render pass and submitting them together
4970a61 Remove dead code - Robyt3
5f7d19d Use sizeof instead of hardcoded value - Robyt3
b594a32 Change return type of CNetBase::IsSeqInBackroom from int to bool - Robyt3
989dda7 Merge #5636 - bors[bot]