Hey, just a sort of quick question- how difficult would it be to raise the cap of total events in a single frame above 20,000 to something arbitrary like 40,000 or 60,000? I mean, is it just a single parameter in the compiler, or is it something so hardcoded it could never be changed? My projects currently up to 6000 lines of code and rising at a good rate, and I'd hate to think that a year down the line it could be an issue. I never really got a definite answer on this so I've always been a little curious. It wouldn't be a huge issue since I doubt I'd ever actually reach 20k, but I wouldn't want a dagger dangling over my head if its avoidable
Plausibility of raising the event editor caps
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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
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I don't know about the 20,000 limit, but with some builds this limit has been increased. With some older MMF builds (can't remember which) it was 8,000 then 10,000.
Marv
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@PT - I am curious as to how ANY kind of game of ANY size would take 20,000 events in one frame?! Surely if anyone came near this limit I would be doubting they are coding their game well in an optimised manner...?
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Oh its very optimized, its just very big. Probably have another 7 KLOC in Lua
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Mine has 7.5k events, so im with PT and it's all in one frame. I'd imagine those that use level editors will most likely be around that range. As for how optimized mine is:
1) never drops below 59FPS
2) Despite having over 1k unique objects, usually only a max of 100~200 objects are used at runtime.
3) The main executable is still only about 3MB. (and it's only that big because I was too lazy to make all my objects external, only the tiles/BG are external)
4) Only about 20% of my code is activated during runtime. The large majority is enemy code which is only activated if that specific enemy is called in the level.More events doesn't necessarily mean bad coding. For me I just have a large amount of content. It's not 20k events but I can imagine it being close to that if I decided to add more gimmicks/enemies. If one can properly handle group deactivation/activation then I honestly don't see why even having 40k events should matter, long as it's handled correctly.
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Do widget events add to the main total?
I don't think i would ever reached it but i usually make apps with MMF2, i do a lot of functions within Xlua etc which i don't think would add to the total unless you give them a event line and i also wrap many less important events into widgets.
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Mine has 7.5k events, so im with PT and it's all in one frame. I'd imagine those that use level editors will most likely be around that range. As for how optimized mine is:
1) never drops below 59FPS
2) Despite having over 1k unique objects, usually only a max of 100~200 objects are used at runtime.
3) The main executable is still only about 3MB. (and it's only that big because I was too lazy to make all my objects external, only the tiles/BG are external)
4) Only about 20% of my code is activated during runtime. The large majority is enemy code which is only activated if that specific enemy is called in the level.More events doesn't necessarily mean bad coding. For me I just have a large amount of content. It's not 20k events but I can imagine it being close to that if I decided to add more gimmicks/enemies. If one can properly handle group deactivation/activation then I honestly don't see why even having 40k events should matter, long as it's handled correctly.
Yeah pretty much ditto all that. Mine would never drop below 59 FPS for anyone if I could finally get angle rotations added in for frames/layers as vertex shaders like they are for objects, instead of being forced to use pixel shaders, *cough*, but thats for another thread. But I'm really just wondering if anyone with knowledge of the internal architecture could confirm if it would be a simple matter to bump up the cap or not, if it was ever necessary for anyone
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Might i ask more specifically what you guys ( Pixlethief, oasuke ) are creating thats using 6 -7.5k events?
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I done cRPG with my own pseudo 3D engine in 5-7k and RTS in 1.5k.
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Might i ask more specifically what you guys ( Pixlethief, oasuke ) are creating thats using 6 -7.5k events?
Please login to see this link.
Thats just one small facet of course. I think my physics code is about 200 events, and about half of that will be replaced with an array. Like Oasuke, I've got about ~4000 LOC in specific orotocols for enemies and objects that are loaded at runtime when needed (and about that much in xLua), so its not processing anywhere close to that per frame. But I'm afraid that as I start filling in logic for more enemies, objects, levels, etc- I might reach 10k at least, but I don't want to have to worry about hitting 20k ever
Would be nice to know how hard it would be to raise this for peace of mind's sake
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That ground rippling effect is pretty cool
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Thanks. Its a modified version of the Underwater shader you can find here; Please login to see this link.
But I'm still interested in learning if this could ever be bumped up easily. Not as a feature request, but curious if its plausible- not even close to needing it right now -
At 20,000 events, it's guaranteed that the game will lag. (I tested this with 20,000 "Alterable Value A = 200" "Set Alterable Value A to 0" events) You want to know if it is possible to raise the limit? o_o
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In general, I think I have under 2000 events active at a time at the worst possible case. More likely a few hundred
I bet you if you tried to somehow execute all the source code for windows simultaneously, your computer was asplode -
If you ever needed more events, you could.... use..... behaviors.... *runs*
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At 20,000 events, it's guaranteed that the game will lag. (I tested this with 20,000 "Alterable Value A = 200" "Set Alterable Value A to 0" events) You want to know if it is possible to raise the limit? o_o
I'd hope someone using 20k events wouldn't have it all activated at once..
If you ever needed more events, you could.... use..... behaviors.... *runs*
Behaviors have massive limitations compared to the event editor. (have to "import" all the objects you want to use. You can't see those imported object's alt values names..Can't undo events if you already "run the frame"..ugh i dont even want to imagine..) Besides, I'm not even sure if behaviors count towards the limit either.
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Might i ask more specifically what you guys ( Pixlethief, oasuke ) are creating thats using 6 -7.5k events?
Just to chime in, I'm almost up to 4,000 LOC in one of my games that has a level editor and it's still not even finished. Mind you, the editor and the gameplay occur on the same frame.
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