0 Members and 4 Guests are viewing this topic.
Ah, got it. Yeah bumping is a bit weird, let me see if i can explain it a bit better with some pictures:In the first image, we fire a beam at the ceiling above us. Nothing weird happens, and the portal apears directly in the center of the beam. BUT in the second picture the beam is centered over an edge! As the 3rd picture shows, if we placed the portal in the middle of the beam, it would fall of the edge of the wall. The 4th picture shows the Portal that has been bumped to the right, into an acceptable position
Wow this is getting more impressive every day! On the subject of optimizations, also consider that I haven't been working on the hardcore optimizations on the parser either. Things like evaluating constant expressions during compile time (for instance L1+8 should really only be a 3 byte command, but its currently 7), moving automated subroutines to the end of the program (saves 2 bytes per subroutine), new common commands that are more optimized themselves than native axe code, and also just general improvement of algorithms. All these things combined can probably cut the product 15% smaller than now. Then, optimizations in the Axe Syntax itself can usually make a difference of another 15% (Like always multiplying constants on the right side).
(and subprograms would be a joy to my brain, as the code is getting large )
Oh yes, i always work on engines first. Until i get all of the engines/items/enemies up and running, its just test levels.
Quote from: Builderboy on April 07, 2010, 12:37:35 am(and subprograms would be a joy to my brain, as the code is getting large )You should see the code for Half-Life 2, seeing as I have 1 and a half images in the code >.<
Quote from: Builderboy on April 07, 2010, 12:31:34 amOh yes, i always work on engines first. Until i get all of the engines/items/enemies up and running, its just test levels.Same thing here. I only ever work on test levels until I get the framework up and running.