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2D Doom game, Doom Arena.

Name: Anonymous 2009-03-08 14:31

Hai /prog/,

I've been coding this game for about a week now. It will be a mass-killing-2D-tile-style-arena-type-doom-clone-multiplayer-game. It is coded in C, and uses SDL (and SDL_mixer), and UDP for the multiplayer thing. Anyway, I finished yesterday the network programming, and it works fine, and it is very fast. Just finished coding the two player local multiplayer thing. Blah blah blah. Sorry I'm tired.

Here's a screen, taken some minutes ago: (with the local multiplayer mode, dsadsada)
http://www.noelshack.fr/voir/010309/lol037858.png

Name: Anonymous 2009-03-09 0:29

>>26
probably
It's obviously the same thing. At the machine level it's a conditional jump whatever you use.

The function processes user input, even if there were 100 levels of "if" the (ridiculously low) delay would be completely transparent to the user. Optimizing is never about removing an if or two. Except for a password cracker, perhaps. A 2D game like this hardly needs optimization anyway.

When you reach Satori (and an understanding of cache & memory access) you'll get it.

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