My brother and I are both programmers looking for a new hobby project and we're thinking about making a small-ish RPG. We were thinking of a scale similar to RPG's from WC III, and so SC II popped as maybe an evolution. Before we get invested into this map editor and scripting language I wanted to check in on a few things (similar to the Galaxy Editor Limits thread):
How much work is preventing memory leaks in SC II? We're thinking each game session should last around 1-2 hours without performance loss when played out
I read this
Quote:
Structs, or records as they are known in the GUI, allow you to create complex variable types that can contain other variables. Structs are similar to arrays in that they cannot be passed to functions or returned from them. Also, like arrays, structs cannot be used in assignment and cannot be accessed in the global scope. Unlike variables, an initial definition of a struct must be provided before it can be used as a variable type.
but that can't be true, because that'd be fucking nuts, so I wanted to see if there's any way to use structs (or just object anything) in a way that was more than just a glorified set of parallel arrays
Is there any way to designate functions as being multi thread safe to the SC VM?
Building off of the (very useful) Galaxy Editor Limits thread by supa_link, what are some more practical limits for:
What common RPG functions, like creating a unit, have the most effect on framerate?
Approx number of units on map before mid-tiered systems experience frame loss? Is there optimization for stuff you can't see?
Obstacles to RPG type games in general? I looked around the arcade and there was a complete absence of RPG games on the level of the WC III ones
but that can't be true, because that'd be fucking nuts
I have some news for you.
Anyway, there is no dynamic instantiation of complex objects through the Galaxy VM. The closest you have are structrefs, arrayrefs and funcrefs, which as the name implies are object references. Youa er free to do a search on them that would ive you more insight that what I can provide.
Unless you are doing heavy recursion, most of the framerate issues and cpu load would be on the game engine itself and not due to triggering. Biggest resource eater is placing a load of actors and leaving them orphaned.
Most of the complexity to develop an rpg is to set up all the data relevant stuff o the data editor.
My brother and I are both programmers looking for a new hobby project and we're thinking about making a small-ish RPG. We were thinking of a scale similar to RPG's from WC III, and so SC II popped as maybe an evolution. Before we get invested into this map editor and scripting language I wanted to check in on a few things (similar to the Galaxy Editor Limits thread):
How much work is preventing memory leaks in SC II? We're thinking each game session should last around 1-2 hours without performance loss when played out
I read this
but that can't be true, because that'd be fucking nuts, so I wanted to see if there's any way to use structs (or just object anything) in a way that was more than just a glorified set of parallel arrays
Is there any way to designate functions as being multi thread safe to the SC VM?
Building off of the (very useful) Galaxy Editor Limits thread by supa_link, what are some more practical limits for:
What common RPG functions, like creating a unit, have the most effect on framerate?
Approx number of units on map before mid-tiered systems experience frame loss? Is there optimization for stuff you can't see?
Obstacles to RPG type games in general? I looked around the arcade and there was a complete absence of RPG games on the level of the WC III ones
I have some news for you.
Anyway, there is no dynamic instantiation of complex objects through the Galaxy VM. The closest you have are structrefs, arrayrefs and funcrefs, which as the name implies are object references. Youa er free to do a search on them that would ive you more insight that what I can provide.
Unless you are doing heavy recursion, most of the framerate issues and cpu load would be on the game engine itself and not due to triggering. Biggest resource eater is placing a load of actors and leaving them orphaned.
Most of the complexity to develop an rpg is to set up all the data relevant stuff o the data editor.
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