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CFLAGS JUST KICKED IN, YO!

Name: Anonymous 2013-01-09 14:47


             / ̄∧_∧ ̄ ̄ ̄ // ̄\\
       __ ⊂/__(´∀` )__  /_⊃___| |\フ ヽ  CFLAGS JUST KICKED
   ,  ´_  /   / ̄ ̄ __ / ̄ ヽ    __ヽ ̄ ̄ |  IN, YO!
  /∠__/―/-。―/――∠_/__∧  |       | ∧_.| 
  ,========――´=============/⌒ヽ=|.=====| | ヽ ̄〕 
  | _   |GENTOO|    _  ″  |⌒| |/   __ /|  )ノ    vroom
  )_旧_∈≡≡≡≡∋_旧_″_|| ノ丿_ -――┘ 丿      vroom!
   \ \_ノ  ̄ ̄ ̄三三三\ \_ノ    三三三三 
    三三三三三三三三三三三三三三三三三三三三三三三三
       三三三三三三三三三三三三三三三三三三三三三三三

Name: Anonymous 2013-01-11 19:40

>>26
continuously reading from a disk each time you need to load a different section of the map.
This is exactly what many games do that deal with large worlds. Large games often take gigabytes to install to the hard drive and you can't expect the computer to handle all of that at the same time, it's far more practical to design a system that'll partition the world and process a reasonable amount of data. This often means the player's current area and probably the immediate surrounding area.

>>23
The computing cost of loading and rendering computer gaming assets can easily exceed 500megs. Why don't you load a copy of WoW and tell me how much it's occupying.

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