Re: Profiling my in-dev roguelike
- From: "Antoine" <mail@xxxxxxxxxxxxx>
- Date: 24 Jul 2006 20:43:35 -0700
Radomir 'The Sheep' Dopieralski wrote:
At 23 Jul 2006 19:41:50 -0700,
joe_doufu wrote:
Antoine wrote:
I don't want to seem rude, but remember I wasn't looking for advice ;)I'm afraid that you did, in fact, come across as rude. If you don't
want feedback, make a web page. This is usenet!
Hey, joe.
Cool, it. This is usenet. Advices are not the only kind of feedback
you can get. And obvious advices are useless even on usenet.
It's for everyone, and don't you start sending people to make
their web pages to write, as if you owned it. You are free to post
your advices
It's probably my fault for putting in an 'i don't want advice'
disclaimer in the middle of one of a long series of posts and expecting
everyone to notice it. I appreciate the willingness of joe and the
community at large to help with problems. Just that in this particular
case I want to sort my own issues out :).
Antoine, thank you for this, I happen to have very similar algorithms
in my code, and I think I'd stumble into the same problems sooner or
later -- your articles were very helpful.
Well, I'm not finished yet. The game is now just fast enough to be
playable, but I want it to be a lot faster still.
My next step will be to remove the 'wait' calls sprinkled through my
code. I think the insertion of deliberate pauses is a problem for
profiling, because you have to mentally subtract them from the actual
processor time. (Ditto waiting for user input, but I won't deal with
that issue yet). So, I will abstract all pygame.time.wait() calls into
a wait() function, and temporarily comment out its contents so that it
does nothing, and then reprofile.
I also want to put some thought into the creation of the 'smart map'.
Currently, when a dungeon is created, the program looks for the
shortest path from each entrance of the room to each other entrance and
records it. This is useful for pathfinding later on, but it's just too
slow at the moment - it leaves you starting at a blank screen for
several seconds while the level is being created. I am not sure how to
resolve this issue. One approach would be to do some of this
computation while the program is waiting for input from the player, but
that would require a certain amount of recoding.
A.
.
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