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Team:
Rank: Director Main: Lazerus Level: 2345 Joined: Thu Jul 01, 2010 10:58 pm Posts: 108 Location: Milky Way, Sol, Earth, Australia. |
Yeah, instead of this good old hodge-podge of after-thought over-code and miss-alligned core algorithyms, how about someone get payed to re-programme S.S. from the ground up in good and proper old-hat Machine-Code, fuck Direct-X, show how bloody smart you are and make your own myriad of routines to cater for all the blasted Chips there are out there competing for user-architecture dollar! That way we could finally play a game that out performs the competition and actually Frame's properly, you know, "DOUBLE BUFFER's" properly? jesus-christ, did all the so called programmers fucking FLUNK their classes or what? come-On... where's the Experts? Oh wait, none of you really know what a ROM-Kernal is, or what a Jump-Table is inside a Cache? oh FUCK, well bugger me dead, ring up Microsoft's old Boss and ask him if one of his old mates is willing to lend a tyerd FUCKING-Old helping Master-Hand to the way the games made, and ask him to make sense of this mess of non-integraded client-tripping trash and re-form it into a master-work the likes of which we havent seen since Client-1!!
Thankyou though... but for fuck-sake, I could have made it better! /me Shrugs. _________________ There wouldn't be a Knight if it wasn't for the Black-Smith! |
Sat Mar 11, 2017 1:17 pm |
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Main: ShawnMcCall
Level: 2589 Joined: Sat Jan 19, 2013 5:42 am Posts: 1932 |
You and uhmari should get married.
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Sat Mar 11, 2017 2:49 pm |
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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
His programming experience only works with Windows 2000.
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Sat Mar 11, 2017 7:17 pm |
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Team:
Rank: Soldier Main: The Crazy Game Master Level: 3279 Joined: Wed Feb 11, 2009 3:15 am Posts: 3652 Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1 |
*Approaches lazerus slowly, sensually, with nearly undetectable footsteps and whispers into his ear*
"C...Client 1 was written in C++ using DirectX too..." _________________ Star Sonata is not ready for a release on Steam. See this topic for what we think should be done about it. viewtopic.php?f=107&t=59132 |
Sun Mar 12, 2017 12:58 am |
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Team:
Rank: Officer Main: iwnh015 Level: 1506 Joined: Tue Jun 07, 2016 9:07 pm Posts: 176 |
lazerus wrote: how about someone get payed to re-programme S.S. from the ground up in good and proper old-hat Machine-Code Translation: psychotic keyboard warrioring is in danger of getting stale, I'm taking it to strange new places. |
Sun Mar 12, 2017 4:51 am |
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Main: Lykesis
Level: 1177 Joined: Fri Feb 24, 2012 3:52 pm Posts: 604 |
As far fetched as it is, i'd be all for a ground-up remake of the game.
But i don't really know specifics about how the games current engine/code works or was created, so i can't really make an assumption that it'd be better if remade- especially if it's not done by someone, or a team, who are experienced-, not to mention SS doesn't exactly HAVE the kind of team that can just up and remake the game on a whim, that'd take a lot of time that may or may not even contribute in the long run to the overall state of the game. Something as vast as this would be better off if and when the game gets a more respectable number of players, that way there could potentially be more people working on the game (more income, more potential staffing), so that production of a complete remake could go on alongside small content updates and fixes without making a huge impact on the flow of things. TL;DR asking for a complete remake is insane- CURRENTLY at least,- and would delay content/fixes, and may not even really do anything significant, if not just break things more than they already are. _________________ |
Sun Mar 12, 2017 5:15 am |
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Member
Team:
Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
describing c1 as a master work - LEL
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Sun Mar 12, 2017 7:07 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
SS is programmed in C++ which should be about as fast as machine code, no?
_________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Sun Mar 12, 2017 6:10 pm |
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Team:
Rank: Soldier Main: The Crazy Game Master Level: 3279 Joined: Wed Feb 11, 2009 3:15 am Posts: 3652 Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1 |
anilv wrote: SS is programmed in C++ which should be about as fast as machine code, no? In the case of fairness and strictly speaking, no. Not even close. A pure binary implementation would be ridiculously fast, with assembly close behind, but good luck implementing DirectX, OpenGL, or the graphics engine SS uses in either of them much less developing the game if you don't have a PhD in CompSci. _________________ Star Sonata is not ready for a release on Steam. See this topic for what we think should be done about it. viewtopic.php?f=107&t=59132 |
Mon Mar 13, 2017 12:34 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
thecrazygamemaster wrote: anilv wrote: SS is programmed in C++ which should be about as fast as machine code, no? In the case of fairness and strictly speaking, no. Not even close. A pure binary implementation would be ridiculously fast, with assembly close behind, but good luck implementing DirectX, OpenGL, or the graphics engine SS uses in either of them much less developing the game if you don't have a PhD in CompSci. OK sure, but for a program of this size you'll never write assembly code that is as optimized as what the C++ compiler will give you. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Mon Mar 13, 2017 2:12 pm |
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Team:
Rank: Soldier Main: The Crazy Game Master Level: 3279 Joined: Wed Feb 11, 2009 3:15 am Posts: 3652 Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1 |
anilv wrote: thecrazygamemaster wrote: anilv wrote: SS is programmed in C++ which should be about as fast as machine code, no? In the case of fairness and strictly speaking, no. Not even close. A pure binary implementation would be ridiculously fast, with assembly close behind, but good luck implementing DirectX, OpenGL, or the graphics engine SS uses in either of them much less developing the game if you don't have a PhD in CompSci. OK sure, but for a program of this size you'll never write assembly code that is as optimized as what the C++ compiler will give you. I'm not a PhD CompSci, but... they might just be able to do it. Those people are modern archmages. _________________ Star Sonata is not ready for a release on Steam. See this topic for what we think should be done about it. viewtopic.php?f=107&t=59132 |
Mon Mar 13, 2017 3:11 pm |
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Team:
Rank: Officer Main: iwnh015 Level: 1506 Joined: Tue Jun 07, 2016 9:07 pm Posts: 176 |
Am disappoint Laz, the real crackpots know for best results to write your code in 0s and 1s with transistors soldered onto a hand-etched PCB.
I'd say the problem with anything lower level than say c++ is code maintenance. I haven't heard of a CVS for machine or bytecode and I don't even want to think about the nightmare that would be updating / bugfixing it. |
Mon Mar 13, 2017 3:32 pm |
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Content Dev
Team:
Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
This'll be fun.
lazerus wrote: Yeah, instead of this good old hodge-podge of after-thought over-code Until 5 years after the new client/server... And we're still doing after-thought over-code? Quote: miss-alligned core algorithyms Which is?... Quote: old-hat Machine-Code Sorry, I hope you don't have an old AMD CPU because we're sticking to the x86_64 instruction set now. I also hope you're not on 32bit. I also hope you just happen to have the exact same feature set we do. Also, see you in.... 50 years? Never? I'm not even sure. Quote: fuck Direct-X I agree with this. But for different reasons. Quote: show how bloody smart you are and make your own myriad of routines to cater for all the blasted Chips there are out there You mean.... Like a compiler? Quote: master-work the likes of which we havent seen since Client-1!! We wrote C2 because doing anything in C1 was a nightmare. C1 was, by the way, also written in C++ utilising DirectX like C2. C1 also made use of MFC, another proprietary component from Microsoft. I'm fairly certain it's pure coincidence that the client would run under wine. Now we've occasionally got better performance out of wine than we did on native windows. Quote: I could have made it better! Ehh, sure. thecrazygamemaster wrote: anilv wrote: thecrazygamemaster wrote: In the case of fairness and strictly speaking, no. Not even close. A pure binary implementation would be ridiculously fast, with assembly close behind, but good luck implementing DirectX, OpenGL, or the graphics engine SS uses in either of them much less developing the game if you don't have a PhD in CompSci. OK sure, but for a program of this size you'll never write assembly code that is as optimized as what the C++ compiler will give you. I'm not a PhD CompSci, but... they might just be able to do it. Those people are modern archmages. You highly overestimate the programming abilities of computer scientists (even those with PhDs). The code they write is often only for one thing; solving their problem, and it's generally badly done (from a code design point of view). Also, writing assembly (or machine code) doesn't make it faster just by itself, you have to write it the right way and take advantage of various things. Compilers can do *insane* things to optimise your code, including reordering your program into seemingly non-nonsensical orders to make it faster. Flexibility comes at the price of speed, that has, and always will be, the rule. _________________ "What you mean you killed him cha cha cha?!" Support |
Sun Mar 19, 2017 11:30 am |
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Team:
Rank: Soldier Main: The Crazy Game Master Level: 3279 Joined: Wed Feb 11, 2009 3:15 am Posts: 3652 Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1 |
Blue Dwarf wrote: You highly overestimate the programming abilities of computer scientists (even those with PhDs). The code they write is often only for one thing; solving their problem, and it's generally badly done (from a code design point of view). Also, writing assembly (or machine code) doesn't make it faster just by itself, you have to write it the right way and take advantage of various things. Compilers can do *insane* things to optimise your code, including reordering your program into seemingly non-nonsensical orders to make it faster. Flexibility comes at the price of speed, that has, and always will be, the rule. I suppose I was too tired to effectively deliver the tongue-in-cheek side of those statements. _________________ Star Sonata is not ready for a release on Steam. See this topic for what we think should be done about it. viewtopic.php?f=107&t=59132 |
Sun Mar 19, 2017 8:03 pm |
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Main: Lykesis
Level: 1177 Joined: Fri Feb 24, 2012 3:52 pm Posts: 604 |
Sometimes the sarcasm is received, but people feel the need to respond seriously anyways to spite it. I know because i do this sometimes
_________________ |
Mon Mar 20, 2017 12:36 am |
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