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7:30 PM
I think our logo proposals are killing the other ones.
Even if we really only have one proposal in a few different flavors
 
so didn't you say I had admin privs in this chat room? I don't see anything
 
What about now?
I don't really see any differences either
Maybe you can just edit the information about it
 
works now
 
Mmk
I love how people can make a potentially epic question potentially subjective.
 
 
1 hour later…
8:40 PM
@Tetrad live ?
 
sup
 
You just looking for some one to talk :P are you too busy ?
YO*
 
I'm at work so I can't chat much
 
Ah ok i was wondering something about most engines out there ... not even sure if you know anything but ... for example CryEngine used on Aion, had some problems initially were when you had a massive battle with over 500 players and your memory hits 1.8 to 2 gb of usage it would crash the game....
From this i was thinking what should i verify from the current available engines to use one that won't crash on me while my game holds a big war or w/e
 
unfortunately the one thing most engines are sorely lacking these days are proper limited memory management for consoles
 
8:46 PM
Yeah i guess that much i figured out ehhe i investigated CryEngine a lot when i used to play Aion to certify what was causing the crash ...
So the best option would be making my own from scratch making sure i am properly dealing with memory and the sorts ?
 
not necessarily, you probably just need to dig a little deeper to make each npc more flyweight than going through their normal code paths
see if there are concepts of heap sizes you can set and allocate from, and have hard limits on
 
guess a dynimic allocation wouldnt be able to take care of that right ? especially if there are lacks anywhere within an engine
 
well there are things you can do like override placement new to allocate from preset heaps and things like that
I'm not a memory management expert by any means, I just make do with the "play it and make sure it doesn't crash" train of thought usually
 
mmmm i see, i guess i should make question out of it to get like a list of resources that could be optmized for this :P
thanks for the time and sorry to bug you while working hehe
 
if you're looking for a list of resources make sure you make it a community wiki
 
8:54 PM
yes ofc :)
i've recently finish a 2d rpg game just for learning etc but i got a great idea for a 3d one
but i don't have much experience with 3d engines YET and from past games i played this seemed to be like the biggest issue while having large scale pvps or wars
 
Flyweight is a software design pattern. A flyweight is an object that minimizes memory use by sharing as much data as possible with other similar objects; it is a way to use objects in large numbers when a simple repeated representation would use an unacceptable amount of memory. The term is named after the boxing weight class. Often some parts of the object state can be shared and it's common to put them in external data structures and pass them to the flyweight objects temporarily when they are used. A classic example usage of the flyweight pattern is the data structures for graphical r...
 
mmm think i will start with that :) thx a lot
how did u quote text like that ;P ?
 
if you paste a link from wikipedia it does that automatically
it also has support for questions on stackexchange sites, as well as a few other pages
 
oh that is neat hehe :P well bbl got to go home
once again thx for the chat
 
 
1 hour later…
10:23 PM
I'mmm baccck
 

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