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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #1  
Old 05-03-2011, 02:35 PM
ocococ ocococ is offline
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Originally Posted by W0ef View Post
Wow, that seriously qualifies for the most ignorant post I read in quite some time.

You obviously know jack shit about game development, I worked as a 3d designer on several titles as well as television commercials and I can tell you, whenever a deadline hits everybody is on edge. Not to mention the shamelessly low wages being paid, lack of computing power, long days without weekends come crunch time, etc, etc, etc.
Every job has it's difficulties, but what are you trying to say anyway? Did I say that this job is easy or something?

My point is that you don't have to cry to the customers themselves. He can go cry about how exhausted he is, to his wife/parents/friends/boss/whatever. Not us.

We are here for the game itself, not for the "the-making-of-an-unfinished-game documentary".
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Old 05-03-2011, 02:42 PM
W0ef W0ef is offline
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Originally Posted by ocococ View Post
Every job has it's difficulties, but what are you trying to say anyway? Did I say that this job is easy or something?

My point is that you don't have to cry to the customers themselves. He can go cry about how exhausted he is, to his wife/parents/friends/boss/whatever. Not us.

We are here for the game itself, not for the "the-making-of-an-unfinished-game documentary".
Your spoilt, self-righteous tone is utterly annoying in itself but I will bite once more.

Where is he crying? He just said they didn´t take a holiday but decided to work on getting stuff finished. I think you should at least applaud the fact these developers try to stay in touch with their buyers by communicating on what they are working. Most don´t even bother about stuff like that.

This game sure isn´t finished yet and has a lot of work to be done, and I think we all know by now it has been released in an unfinished state, be it the fault of UBI or 1C I don´t know and don´t care to be honest. There has been heaps of improvements the past weeks and I´m sure they will keep on coming in the future.

Peace out.
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Old 05-04-2011, 02:13 AM
Tiger27 Tiger27 is offline
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Originally Posted by ocococ View Post
Every job has it's difficulties, but what are you trying to say anyway? Did I say that this job is easy or something?

My point is that you don't have to cry to the customers themselves. He can go cry about how exhausted he is, to his wife/parents/friends/boss/whatever. Not us.

We are here for the game itself, not for the "the-making-of-an-unfinished-game documentary".
Still whinging? do you ever stop, why not take your own suggestion and cry to your wife/parents/friends/boss/whatever. Not us.

You do realise that you are not obliged to read these posts or even visit this forum, there is something about your posting style that is quite annoying, I do agree that every job has it's difficulties but I cant see anywhere that Ilya is crying, all he is doing is letting us know that they are still working on some issues and there is a possibility of a patch in the next few days, it's called keeping your customers up to date.
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Old 05-04-2011, 02:17 AM
Thee_oddball Thee_oddball is offline
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The biggest one by far is garbage. the .net garbage collector on windows does a fantastic job, and you can get away without baby sitting it for the most part. On the xbox/winPhone7 thats a different matter. If you get stalls every few frames, garbage collection might be causing you problems. At the moment it triggers after every 1mb allocation.

Heres some tips for dealing with garbage. You shouldn't have to worry about most of these in reality, but they may come in handy one day.

* Draw the contents of GC.GetTotalMemory() to the screen. This gives you an approximation of the ammount of allocated bytes your game uses. If it hardly moves, your doing ok. If its going up fast, you have issues.
* try to allocate all your heap objects up front. If you do allocate eveything before the game starts, everytime you hit a meg of allocations, your going to stall. No allocations, no collections. as simple as that.
* After loading, call GC.Collect(). If you know most of your big allocations are out the way, its only nice to let the system know.
* DO NOT CALL GC.Collect() every frame. It might seem like a good idea, keeping on top of your garbage and all that, but remember the only with worse than a garbage collection is over garbage collection.
* Look for where your garbage is coming from. There are some common causes like concatnating strings instead of useing StringBuilder (bewhere, StringBuilder isnt a magic bullet, and can still cause allocations!. This means simple operations like adding a number to the end of a string can create surprising amounts of garbage.) or using foreach loops over collections that use the IEnumerable interface can also create garbage without you knowing (for eaxmple, foreach (EffectPass pass in effect.CurrentTechnique.Passes) is a common one)
* Use tools like the CLR memory profiler to figure out where memory is being allocated. There are loads of tutorials out there on how to use this tool.
* When you know where your allocating during gameplay, see if you can use tricks like pooling objects to lower that allocation count.
* If all else fails, make your collections run faster! The GC on the compact framework follows evey reference in your code to figure out what objects are not in use anymore. Refactor your code use less references!
* Remember to use IDisposable on classes that contain unmanaged resources. You can use these to clean up memory the GC cannot free up itself.
Am i close Luthier? is this game programed in C# entirely?
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