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Author Topic: The state of pge 0.03 (my personal opinion & results)  (Read 127 times)
danran
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« on: March 09, 2010, 03:29:20 PM »

A lot of people have asked about the current state of pge 0.03, criptych released his compiled version of it for people to test but no one has indeed actually posted or even confirmed anything helpful.
So I've been planning on using pge 0.03 (criptych's build anyone) for awhile, but i honestly thought "Oh Goss, loads of conversion work, lots of bugs with implantation etc."
Actually the system is very good & easy to use, just a few top heavy calls (my personal terminology, meaning the standard includes like dofiles, loadfiles, basically everything I'd call first).

Now to get onto the main chunk, which is stability, lots of people asked how stable was the source when IWN released it, which he himself described as unstable, now i haven't done no crazy testing scheme but rather tried it out on my own game, my little Mario clone. It's very intense with calls to functions, uses the vast majority of modules (excluding zip, utils, file, dir & net) and handles a lot of things at once.
You'll be glad to now that everything i tried and tested in there worked fine, i even chucked in a call to pge.system.cpu to test that out, set it to max & i got a massive 160-70 fps! (Note: Running in-game at the moment: Every type of block, tile animation, tile map, full Mario animation & control scheme, tile based collision using pge.math, and lastly sound effects using .wav).

As you can see, everything from pge 0.02 worked fine for me and the brand new pge.system worked fine as well (it only contains pretty basic system functions mainly to do with the battery anyway). So don't be scared to try this for yourself, it takes hardly any work, everything standard from pge 0.02 works great, pge.system works great. Though be wary, when i tried to compile this myself, i got a few warnings about the ad-hoc module & the net module (from a new function implanted, wasn't from an existing function), even though they compiled, I'd be a bit cautious if you are attempting to try the ad-hoc module out, seeing as that did give me a few warnings.

For reference sake, attached are two test programs that i personally created. PGELUA is a animation library i created initially using counters, but i updated to the horrid pge timer module for more precise animation.
Project D2 is my mario clone, converted to pge 0.03 friendly code, running at @CPU - 333 & with that 160-170 fps using nearly every module from pge 0.02 & pge.system (a new module).
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