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outsider // User SearchEclipse Evolution (RC1-TR)May 11, 2005, 5:52pm
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Those requirements seem a bit botched as well. There are games more
intensive and require less. But I guess when you optimize for C++ _and_ MFC(!), hey. Eclipse Evolution (RC1-TR)May 11, 2005, 6:14pm
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I recommend a unicorn as primary mode of transportation through a patch
of pies. Eclipse Evolution (RC1-TR)May 11, 2005, 7:13pm
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I knew C++ before you finished your little VB escapades. So, if I
really wanted, I could. You want me to make a VB bot, VB.NET bot, C++ bot, C++.NET bot, C++ with GTK, C++ with MFC, the choice is yours. But everyone and their mother has made a bot similar to yours, so there really is no point. Eclipse Evolution (RC1-TR)May 11, 2005, 7:35pm
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No real point now. Whenever you want to be the bigger man and admit
that not even you are perfect, then I can do it for ya. *shrug* pull an Eep. Eclipse Evolution (RC1-TR)May 12, 2005, 1:43am
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Nothing new. I don't rule everything, but I can do things better than him.
Eclipse Evolution (RC1-TR)Jun 3, 2005, 12:58am
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It's almost like Jacob evolved into some... thing.
SDK through proxyMay 11, 2005, 3:07am
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How would adding another connection in-between, help at all? You may
want to look at your code, development system as the source rather than the SDK. So if you're using, let's say , .NET, you're looking at some overhead that you probably don't need. You may want to actually pinpoint where the cause of the slow-down is. I doubt very much that it's the SDK. But rather your connection (which won't speed up by using a proxy), or your system itself. -- --Big O the next step in programing :PJun 1, 2005, 1:04am
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Timers are fine with a -1. Be careful with multi-threaded applications
with the SDK. the next step in programing :PJun 1, 2005, 1:06am
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I need to ask you a small favor, please use decent grammar. I know it's
a pain but it really helps us to help you in the end. Most programmers will be able to find errors in your code if they can understand you. Also, link to a code file instead of copy and pasting. (if you don't want to show the whole code just copy it to a new file and show all related functions that are called -- use geocities to host it or something) Many bots now open sourceApr 20, 2005, 6:31pm
I guess that makes the code too advanced for someone like you. At least
get the spelling correct on the url.... geesh [View Quote] Many bots now open sourceApr 20, 2005, 6:39pm
Many bots now open sourceApr 21, 2005, 6:59pm
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No, unless everyone has a problem with the word "village."
I'm sure all that cared fixed it for themselves. Just because I noticed the mistake doesn't mean I want to go and fix it for you. You have to learn how to use the spelling checker someday. Or at the very least, test your links before you hit submit/send. -- --Big O Many bots now open sourceApr 22, 2005, 1:39am
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It wasn't, until he found it bright to retort with an equally asnine
comment about how I'm just as stupid for not correcting. Such a pithy argument. Had he not commented on how Brant's coding style, his perfection wouldn't have been so transparent. -- --Big O Many bots now open sourceApr 22, 2005, 3:58pm
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I don't, I just don't like people who act like they're the best thing
since the wheel. -- --Big O Eclipse Evolution (RC1-TR)May 11, 2005, 5:52pm
[View Quote]
Those requirements seem a bit botched as well. There are games more
intensive and require less. But I guess when you optimize for C++ _and_ MFC(!), hey. Eclipse Evolution (RC1-TR)May 11, 2005, 6:14pm
[View Quote]
I recommend a unicorn as primary mode of transportation through a patch
of pies. Eclipse Evolution (RC1-TR)May 11, 2005, 7:13pm
[View Quote]
I knew C++ before you finished your little VB escapades. So, if I
really wanted, I could. You want me to make a VB bot, VB.NET bot, C++ bot, C++.NET bot, C++ with GTK, C++ with MFC, the choice is yours. But everyone and their mother has made a bot similar to yours, so there really is no point. Eclipse Evolution (RC1-TR)May 11, 2005, 7:35pm
[View Quote]
No real point now. Whenever you want to be the bigger man and admit
that not even you are perfect, then I can do it for ya. *shrug* pull an Eep. Eclipse Evolution (RC1-TR)May 12, 2005, 1:43am
[View Quote]
Nothing new. I don't rule everything, but I can do things better than him.
Eclipse Evolution (RC1-TR)Jun 3, 2005, 12:58am
[View Quote]
It's almost like Jacob evolved into some... thing.
Active Worlds & x64May 23, 2005, 2:51pm
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I think the 32bit one would perform just as fine in a 64 bit operating
system as it does in 32bit. There would probably be almost no noteable difference. I'd rather a *nix version. ;) Active Worlds & x64May 23, 2005, 3:45pm
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I'd agree with you if it were a mission critical application like a
server. Something like AW would probably have little to no difference. But the only way to tell is to have a 64 bit version. All you need is the graphics driver now for the 64 bit system now. :) Active Worlds & x64May 23, 2005, 4:14pm
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They need to probably start all those systems from scratch (basically
the whole browser) with those things in mind. Or at least a module system that they can build into. Each time they add something they have to work around something they've done previously. Maybe allow each seperate world to load modules they want to use. Terrain, Water, whatever. Basically the server scripting they were going to add a while back, but with more pizaz. Active Worlds & x64May 24, 2005, 5:46pm
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Not so likely here, AWI uses an older version of renderware. Meaning,
not the current version, and hasn't been for a while. > 64 Bit is not just for servers and mission critical processing its also > geared to home entertainment for high quality video and audio such as > cinematography and 3d rendering. 3D rendering is not really what we see when you think and generally want to talk about 3D rendering. Building meshes with 3DS max and animations is more along the lines of what you're infering here. Simply drawing polygons on a screen is not really 3D rendering. I won't deny that it will give boosts in performance, but nothing much more than what you could do using 32bit legacy applications running under the 64 bit processor. In AW's case, anyways. > It also would be easier to do a 64 bit binary then to rewrite the whole of > the client to have linux support for which I tell people over and over runs > fine using WINE anyway, stop bitching about a linux specific client if you > ever want to see a new version in the next 5 years cause AW would have to > start over and rewrite half the client. I never denied that it couldn't. The client needs to be rewritten. The features have become convoluted because of previous features. Terrain and water working together, for instance. (Not being able to have different heights for water, water under terrain, et. al.) > Thing is you could do much more advanced terrain details you could actually > make each cell curve to the next rather than having terrain such large > squares because the processing power to calculate these things would be > there. Or just precompile some sort of terrain information if the terrain is now static. The power is there in non 64bit processors as well. The problem is people usually run quite a bit more software when running AW than they would, with say, Half-life 2. It's a different type of software, it's not really a game, that's why users treat it differently. This is not necessarily a bad thing, but it tends to slice down the CPU time AW uses and can use. Active Worlds & x64May 24, 2005, 5:57pm
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Well, if you understand what I'm saying, it's that the 64bit processor
is developed for applications like that. Not to say it won't give benefits to AW, but AW most likely uses direct calls to the graphic card and it's interface (DX/OGL), as opposed to mathematical formulae to actually build the model's binary form, and so on. From what I understand the 64bit processors have their memory controller directly in them, which is probably where the real boost comes in. The only real problem I see with a 64bit version is that it needs more time that they don't have. Building on top of a 32 bit piece of software. Active Worlds & x64May 25, 2005, 12:32am
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Please tell me you aren't using a "I can only go up to 4 GB of memory
with 32bit" as the argument as why it should be upgraded. ;) I can see the rest, but that was just a stupid useless fact. Home users will be fine with 4 gigs for probably 5-10 years now. Hell, 512 is more than enough for normal users and most gamers. Active Worlds & x64May 25, 2005, 2:14pm
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There is absolutely no reason for an operating system to use so much
memory. At all, there is no excuse for it. The operating system gives the interface to devices. And yes, 16 MB is enough for certain things. Hell my friend is running a webserver on that much. I really see no ungodly reason for the gigantic memory limit. It may be needed in certain instances, but last I recall windows wasn't the only operating system. I think Redhat used to support well beyond 4 gigs on a 32bit system. Things will use it in the future, yes, but distant future and for things home users have no use for. The arguement is flawed that that much ram would be necessary for a home user at this point in time, or even in the near future. The reason Longhorn uses so much memory is probably for the reason most of the software is server-ed (so I hear), so it needs to download it and load it into memory. Bad design, but I suppose good against piracy. Eclipse Evolution (RC1-TR)May 11, 2005, 5:52pm
[View Quote]
Those requirements seem a bit botched as well. There are games more
intensive and require less. But I guess when you optimize for C++ _and_ MFC(!), hey. Eclipse Evolution (RC1-TR)May 11, 2005, 6:14pm
[View Quote]
I recommend a unicorn as primary mode of transportation through a patch
of pies. |