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Posted by: Kyle
« on: March 22, 2020, 11:14:37 AM »

Yep, processing time is creeping up again as I keep adding more stuff.  There are plenty of optimizations that I know can and should be done and that's not even counting migrating more things into C++.  For the sake of rapid development many things are done in a naive, easy to read, easy to change way. 
Posted by: Gram123
« on: March 22, 2020, 10:16:07 AM »

How are you going doing on performance ?

I'm starting to get pretty slow time increment times - At least nothing like Kyle shown in his GIFs. I'm running a game with 38 system and about as many taskgroups, albeit it i'm on a pretty slow I7 laptop. I'm getting +1 second on 20min. time increment, and several second on 5 days increment.

Its not unplayable yet, but i am worried what would happen if i had +250 civilian ships, 3 NPC's, and started using military ships with sensors....
Posted by: SERRE
« on: February 03, 2020, 07:40:22 PM »

I'm sorry to have troubled you. 
I tried redistributable packages from that link and installed it and it launched successfully. 
I was able to confirm that the game is much faster than before.   
Thank you for your quick response. 
Posted by: Kyle
« on: February 03, 2020, 06:15:31 PM »

I just tested on an old computer that didn't previously have Quasar installed.  I did get an error about a missing VC++ redistributable, but after I installed that, the game ran ok from both locations (Itch.io install location and directly downloading the zip file).  Just in case, can you try installing the redistributable?

Does libquasar.dll exist in the same directory as Quasar4x.exe?  (The error suggests that it does.)  Can you check the properties of the dll and see if there might be any permission problems that would prevent it from being opened?  Any anti-virus running that might be preventing "unknown" dlls from being opened?  Did you use the zip file or the itch.io app?  Can you try the other one?
Posted by: SERRE
« on: February 02, 2020, 04:59:31 AM »

I get an error when launching the game.

Godot Engine v3. 1. 2. stable. official - https://godotengine. org
OpenGL ES 2. 0 Renderer: GeForce RTX 2060/PCIe/SSE2
**ERROR**: Method/Function Failed, returning: ERR_CANT_OPEN
   At: platform/windows/os_windows. cpp:2079:open_dynamic_library() - Method/Function Failed, returning: ERR_CANT_OPEN
**ERROR**: No valid library handle, can't get symbol from GDNative object
   At: modules/gdnative/gdnative. cpp:488:get_symbol() - No valid library handle, can't get symbol from GDNative object
**ERROR**: No nativescript_init in "res://native/bin/win64/libquasar. dll" found
   At: modules/gdnative/nativescript/nativescript. cpp:1504:init_library() - No nativescript_init in "res://native/bin/win64/libquasar. dll" found
**ERROR**: Condition ' lib_path. length() == 0 ' is true.
   At: modules/gdnative/nativescript/nativescript. cpp:1481:init_library() - Condition ' lib_path. length() == 0 ' is true.
Posted by: Kyle
« on: January 29, 2020, 03:38:02 PM »

I've made some improvements in this area.  More optimizations will be done later, but you should hopefully see an improvement of 2x speeds or better :)  More details in the main thread
Posted by: SERRE
« on: January 24, 2020, 12:23:27 AM »

Thank you for answering.
I was very relieved to hear that.
I am looking forward to the completion of that.
Posted by: Kyle
« on: January 22, 2020, 05:01:34 PM »

I can confirm it currently runs this slow.  I just did a quick profile and the leading offender by far is detection, nothing else comes close.  There are a lot of different ways to detect things, a lot of things that can be detected, a lot of factors that go into whether a particular possible detection pair results in a positive, and a lot of intel management in handling the results.  And it has to run every sub-pulse.

Rest assured that the animation speed you posted is not even close to something I'd be satisfied with in the long term.  A primary objective of mine is speed and I wish to squash slowdowns as aggressively as I squash bugs.  Fortunately, the current detection code intentionally has zero optimization so there is a LOT of room for improvement before we see speeds anything close to my goal.  It's just a matter of reaching a more finished program before the optimization begins.  In the interim, it's going to get slower because I have more detection to add (detection of missiles, and missiles detecting other things, for example).
Posted by: Froggiest1982
« on: January 02, 2020, 02:45:49 PM »

I use Google Translate because I am not good at English.  Sorry.

4. 5 seconds every 30 days, 2. 2 seconds every 5 days
Far from Kyle's Gif, it's slow compared to Aurora4x
What does it take to make it behave like Kyle's Gif?

Quasar4x Version 75
30 days
ttps://imgur. com/a/0wKJjky
5 days
ttps://imgur. com/a/F9MtC1b

Aurora4x v7. 1
30 days
ttps://imgur. com/a/GIoXhfH
5 days
ttps://imgur. com/a/uaHYYYZ

Hi,

I understand your concerns however the increase from V6 to C# in performance cannot really be based on the core mechanics which are also not all still coded. I think that for a number of reasons I cannot really explain in a post you'll have to wait for the full product before comparing one to another as the main C# concept is the use of faster access to the CPU in order to increase performances. The V6 language may result faster in this particular stage but will lose moving forward due to the limitation of the code and this is not a theory but a fact.

Just to give you an idea there are still Virtual Basic programs been build today (a lot of them actually) as this language suits more the final usage.
When Steve started the Aurora project he chose V6 because it was a learning tool for him that he would have used for his actual job and being his personal hobby he chose what he was best for him. I am sure that due to the background he possesses if he was planning to make a game and possibly release it to the public he would have used another coding language.

And this is the latest part: Kyle just started and there are many things he doesn't know about the interactions and codes in Aurora while Steve has more than 10 years experience with Aurora and the v7 iteration is the result of years of development and tweaks and bug fixing.
Posted by: SERRE
« on: December 23, 2019, 11:13:01 AM »

Indeed, if we disable the orbital motion of asteroids and planets/moons, we get much faster. 
4.  5 seconds reduced to 1 second
but still slower than the Auroa4x

ttps://imgur.  com/a/cIEzjzH

P. S.
The result of the retry is the same as when orbital motion was enabled.
I don't know the cause.

ttps://imgur. com/a/tGDtVi5
Posted by: procdrone
« on: December 23, 2019, 10:30:28 AM »

Hey, please note that while using Quasar 4x you are asteroid orbital mechanics enabled, which might be a cause of a significant slowdown. (in aurora example, you have it disabled)
Posted by: SERRE
« on: December 23, 2019, 06:25:40 AM »

I use Google Translate because I am not good at English.  Sorry.

4. 5 seconds every 30 days, 2. 2 seconds every 5 days
Far from Kyle's Gif, it's slow compared to Aurora4x
What does it take to make it behave like Kyle's Gif?

Quasar4x Version 75
30 days
ttps://imgur. com/a/0wKJjky
5 days
ttps://imgur. com/a/F9MtC1b

Aurora4x v7. 1
30 days
ttps://imgur. com/a/GIoXhfH
5 days
ttps://imgur. com/a/uaHYYYZ