Everything is nice and stable and clean with the memory system now. There is only one remaining item which has an upper memory restriction on it, and that's memory used by the current map, which is 128 MB. Bear in mind that even warpc.bsp only needs 30 of this, so you'd need a fairly extreme set of circumstances to come even close to hitting it.
The "advanced menus" aren't going to be too well supported going forward. They had fallen by the wayside over the past few releases, and to be honest the standard menus as they are seem perfectly good enough.
I've achieved one long-standing personal goal in changing the edicts from an edict_t array to an edict_t * array. There is some seriously ugly code in the ID progs interpreter, and I had been holding back from doing it, but I finally knuckled down and after 4 attempts blowing up in my face got it nice and tight. It will now be possible to simplify a lot of the code in there, meaning it will be much easier to find and fix bugs, as well as to add new features to that part of the engine.
I've also been doing some profiling and have found that my previous suspicions about R_RecursiveWorldNode were correct. In large scenes DirectQ is spending up to 20% of it's time in that function. That's quite a serious bottleneck, and while I haven't yet done anything, now that I know I can start taking steps to address it.
Sunday, April 25, 2010
More status updates
Posted by
mhquake
at
4:34 PM
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