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Thread: Can extensions be used in free games (say: posted on GameJolt)?

  1. #11
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    Let's get some things straight:
    1. Those objects are just duplicates (so no qualifiers).
    2. "Name" isn't an object. It's an alterable string.

    I currently do it every 25 frames at 100 fps - it's pretty laggy, your method seems better. Sorting an array seems easy with fastloops (since I also have to display stuff). I'll test it out and report back ASAP.

  2. #12
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    Since you're tweaking,
    I throw in another idea, maybe not useful:
    if you had just to store only one value,
    you could use an active object's alt values (should be twice faster than the array, but the array is pretty fast anyway)
    and another active object's alt values to sort
    but then you would have to give your objects a numerical ID to match the values index

    i.e.

    0 100
    1 244
    2 231
    3 45
    4 457

    first number being the object ID AND alt. value index,
    second number being the object's alt. val. A

    then sort them through another active object's alt values with fastloops

    but then would need an extra operation to pick the name etc.

  3. #13
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    Reduces overall app's performance by approx. 20% (at side-by-side, leaderboard update every frame). For 20 objects: 400 loops + ForEach vs 20 loops with Select Object. My app also uses the Select Object exactly 24 times more, so it's not worth it now.
    EDIT: Probably implemented that in an eye-gouging-worth way, but still. Replacing 20+ expressions is a time loss I can't handle.

  4. #14
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    There are probably ways to optimize it.. 400 loops seems much,
    probably used for sorting I guess?

    Another couple ideas you could try:

    1) internal list, has auto sort (both ways) and is waay faster than standard list, and is free for any use
    (http://www.lb-stuff.com/MMF2/Extensions/)

    2) you could use the "Layer object"
    sort by alt. value A
    (don't know if this is applicable - will make objects oddly one in front of the other if they overlap?)
    then simply retrieve first 20 by firing a fastloop 20 times, retrieving first 20 sorted elements,
    and retrieving their fixed value from the layer object:
    lyrGetLevelFV( "Layer object", "loopindex")


    (sorry, don't want to make you lose time testing, just find this argument interesting)

  5. #15
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    Don't know how this thread went from general extensions to sorting, but it's something, I guess.
    I'm going to take the "if it ain't broke, don't fix it" route. I've got more important things on my head right now. Account system, FTP server for easy updating, multiplayer, handling sync, adding features... the list goes on. I also should be in bed by now, so goodbye, for now.

  6. #16
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    schrodinger's Avatar
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    Yeah, that's a good route for sure.

    Goodbye and goodnight!

    Sorting example with internal list to make good dreams :

    sorting_test.mfa

    (also uses string tokenizer, but could be avoided,
    seems to cause negligible framedrop in moderately crowded scenarios - 200 objects in the example,
    and it's executed once per frame, 60 FPS, not every 25 frames, so I guess would be faster?)


    sorry for derailing this thread
    just because there were few info available on select object licensing,
    and seems discontinued from some time
    but maybe you can get in touch with the author
    - going silent now

  7. #17
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    I got in touch with Dynasoft and said it's fine.

    I'll look into the MFA. If it's easy enough to implement and improves framerate then I'm in.

    I'll look into other ways to optimize my code, since it would be less time consuming anyway.

    EDIT: As I finished writing that, I fixed my performance issues. I was updating a visible string on a loop, causing massive slowdowns. Now I'm writing the leaderboard to an invisible string, and after the loop ends I update the visible leaderboard once.

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