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Eclopti Rekindled


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**Sorry guys.**

I'm pulling the public plug on Eclopti Rekindled. It was short lived, but it's got to a point where a certain other engine's creator is blatantly ripping from my project, and is claiming credit for it, even though it's fairly obvious that it was by either me or Stein.

I'll share my private developments with a small bunch of people. Just PM me to get a private repository link. The public repository for both Eclopti and Eclopti Rekindled will be up until the 21st. Do whatever you like until then.

I will finish the things I planned, for my own projects. **I just won't be sharing it with you**.
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Just some things to consider:

- Multiplying instead of dividing.

- Less longs, don't get rid of all of them, just less.

- Make sure there are no variant functions/subs.
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I understand where you are coming from in trying to develop this but in the end, the community is going to vote on what they officially want as the final version of eclipse and honestly, the majority of the users here are going to choose the engine with a quest and pet system over the engine that runs well on a windows 95 machine with 64mb of ram.

Best of luck,

JC
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As developers, that's true JC - But a game simply will not survive if the performance of that said game, is crap. I'd like to have an option for both in all honesty.

Optimization based version and a piled feature version, then let the game developers choose what they would like to go with, at the end - We're still developing games for a target audience, any other thought would undermine the reason why we're creating in the first place.
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> Good luck champion. Is this going to based of the original eclipse?

From what I've seen its based on EO 2.0

EDIT: Anyway, I LOVE these optimization project, so keep it up. ;D

Also, what is the CPU Usage and Memory Usage of a clean EO, so that we can compare it. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
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> Yep, got all of that noted. I'll be going through that all with the 'OO-ification' of the code.
>
> **Small mistake (AKA. Fixed Stupidity (#2)).**
>
> Yeah, I made a silly little mistake, as I added ZeroMemory to the unloading-on-the-fly (Incidentally, I added it after looking at the unloading routine, thinking I had missed something), effectively killing any chance of reallocating to it. I've fixed the matter, and surface timers actually work.
>
> Get the update from the repository, here! [https://github.com/N…f89476111bca4d8](https://github.com/Nitrixr/Eclopti_Rekindled/commit/99d2d41cd0f66552584dbdad5f89476111bca4d8)
>
> **Current mem. usage**: 32K
>
> **Target**: 10K
>
> 22K away from my target!
>
> **Current CPU usage**: 1%
>
> **Target**: 5%
>
> Met it already! xD

Do you tried that CPU usage on full filled map? Becouse it will hit really large if you have multiple tilesets etc. I tried only for fun removing rendertexture line from Render lower tilesets sub and it dropped from 30% to zero ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) (it was testing map with alot of different tilesets loaded)
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> Do you tried that CPU usage on full filled map? Becouse it will hit really large if you have multiple tilesets etc. I tried only for fun removing rendertexture line from Render lower tilesets sub and it dropped from 30% to zero ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) (it was testing map with alot of different tilesets loaded)

That's what I said; it'll still just be like loading everything on start-up. Obviously with some crazy (or clever) mapping you could probably cause it to load and unload every texture so fast it might make it lag… But then, I think you'd have to be **_really_** trying for that to happen. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
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