![]() Mar 23 2016, 11:38 pm
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Lavenblade wrote:
An engine is only as 'powerful' as the programmer. Nice, I think I've hit the cap with DM with my current knowledge of math. JS opens up alot more possibilities for me as well. |
Nice, I think I've hit the cap with DM with my current knowledge of math. Fair warning: JS is actually in many cases slower than (well written) DM unless you are very, very good. The major problem with DM is that it is server-side. JS has more resources available to it for distributed purposes so it generally seems to have a speed advantage. If you don't understand a lot of JS-specific concepts that don't apply to other languages, and don't learn modern EMScript techniques that almost no one teaches, the entire language is just about nonsense. The trick to writing clean/fast javascript games is doing as little as possible and trying to offload as much work as possible to native implementations exposed to the language. Note: This does NOT necessarily apply to Unity. Unity's Javascript doesn't actually run EMscript, but instead compiles the language into a modified version of the MonoVM. |
You could probably get away with having only the amount var instead of amount_range, if you allow it to be a string. Assume any string is a dice roll and send it through roll() to get an amount, so you could have "1d3" or "2d4-2" as amounts. (Checking for negatives would of course be necessary.)
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Kozuma3 wrote:
Lavenblade wrote: Master math and you've mastered DM? Who would have known? |
Lavenblade wrote:
Kozuma3 wrote: My thoughts similar. @Flick: Same here. |
Ter13 wrote:
JS is actually in many cases slower than (well written) DM unless you are very, very good. The major problem with DM is that it is server-side. JS has more resources available to it for distributed purposes so it generally seems to have a speed advantage. For V8 Engine and SpiderMonkey, that claim you've made is a bullshit lie, at the end of the optimization stage of V8, it's roughly only 6x slower than optimized C++ (probably faster now, that was several years old). BYOND is by a large margin, very slower. Not to mention you can offload everything to workers and totally crush DM in performance. Give me one example and I'll debunk it. The trick to writing clean/fast javascript games is doing as little as possible and trying to offload as much work as possible to native implementations exposed to the language. The trick is working with the VM and how it optimizes it. |
![]() The amount of times I have had to change the collision system is ridiculous, but it gets better each time. |
Ishuri wrote:
The amount of times I have had to change the collision system is ridiculous, but it gets better each time. Because the character is hunched over forward, you might want to re-adjust the north, west, and east based collision based on his head, and not his feet. |
Maximus_Alex2003 wrote:
Ishuri wrote: That would require me to change his collision point based on his direction which can actually cause me to go through things if I don't add like 3 extra security measures on top of that. And I'd have to do it for every other mob which isn't really worth the hassle and doesn't really pass off more than this already does. |
Ter13 wrote:
Nice, I think I've hit the cap with DM with my current knowledge of math. Aaiko's Vylocity is what I'm using as it's just like BYOND, JS will just help me get a better understand, and I can use it directly in the IDE o: |
Vylocity uses VyScript, which is based on JavaScript if I understand properly. Meaning it's not actually JavaScript.
Edit: You can use JS in DMs IDE too. |
Lavenblade wrote:
Vylocity uses VyScript, which is based on JavaScript if I understand properly. Meaning it's not actually JavaScript. Please stop being arrogant :) ![]() |
I have a beta version of the lighting stuff up if anyone wants to come check it out, it's the server named v.6 BETA.
http://www.byond.com/games/DarkerEmerald/TLC |