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> Giygas learns the art of C++
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Xgoff
Posted: Oct 23 2009, 03:42 PM
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QUOTE (OniLink10 @ Oct 23 2009, 02:30 PM)
Let's say an Object has a 4-Byte Pointer to a Sprite(SFML includes Positions), a 4-Byte Pointer to an Image, and a 1-Byte Animation number. This totals 9 Bytes.

100 of these Objects in a list would take (100*(9+4))=1300 Bytes.
100 of these Objects in a vector would take ((2(100-1))*9)=1782 Bytes.
Not really a big difference, but if you have 100s of objects, it adds up.

Also, vectors are fastest when you aren't adding objects on the fly and you aren't iterating through them(going through them 1-by-1). Lists are fastest when you need to add to them on the fly(most Mario-based games) and you are iterating through them(you probably will iterate for drawing them and collisions).

you should still be more concerned about speed efficiency than memory efficiency in this case; collision detection is a potentially very expensive operation and chances are cpu cycles will be more valuable than ram when you have hundreds of objects

also i'm going to spoil some of the fun and mention that there more data structures than justs lists and vectors and a few of them are a hell of a lot more efficient for CD than either of those


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(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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OniLink10
Posted: Oct 23 2009, 04:36 PM
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QUOTE (Xgoff @ Oct 23 2009, 01:42 PM)
you should still be more concerned about speed efficiency than memory efficiency in this case; collision detection is a potentially very expensive operation and chances are cpu cycles will be more valuable than ram when you have hundreds of objects

also i'm going to spoil some of the fun and mention that there more data structures than justs lists and vectors and a few of them are a hell of a lot more efficient for CD than either of those

I know, I just thought Memory usage could also be an issue, especially on older computers. Clock Cycles are definitely important, and Lists tend to be very fast for checking if there is a collision with any of the objects in a set of objects. Most people only use precise CD with things like slopes and 3D. When they don't use precise, it's either BBox(very common and efficient), BCube(very efficient 3D), or distance(semi-efficient). There are tons of efficient techniques that don't require pixel-perfect precision, but can still be pretty precise.

This post has been edited by OniLink10 on Oct 23 2009, 04:39 PM


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Giygas
Posted: Oct 23 2009, 04:51 PM
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Not sure I want to mess around with lists right now unless I have a decent example to go by... I still want to figure it out myself ( For learning purposes ) but I don't wanna start from scratch, so i'll move onto uh... Colissions.
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Xgoff
Posted: Oct 23 2009, 06:07 PM
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QUOTE (OniLink10 @ Oct 23 2009, 03:36 PM)
I know, I just thought Memory usage could also be an issue, especially on older computers. Clock Cycles are definitely important, and Lists tend to be very fast for checking if there is a collision with any of the objects in a set of objects. Most people only use precise CD with things like slopes and 3D. When they don't use precise, it's either BBox(very common and efficient), BCube(very efficient 3D), or distance(semi-efficient). There are tons of efficient techniques that don't require pixel-perfect precision, but can still be pretty precise.

it doesn't matter much how fast list checking is if your collision detections end up being O(n2), which is what they'll be if you do the straightforward check-each-object-against-every-other-object-for-a-collision path

by the time you have 100 objects you'd be performing 10,000 checks every time you run the CD algorithm (which could be as often as your framerate, or more)

use a certain data structure and you could drop that to O(log n)


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(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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OniLink10
Posted: Oct 23 2009, 06:18 PM
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QUOTE (Xgoff @ Oct 23 2009, 04:07 PM)
it doesn't matter much how fast list checking is if your collision detections end up being O(n2), which is what they'll be if you do the straightforward check-each-object-against-every-other-object-for-a-collision path

by the time you have 100 objects you'd be performing 10,000 checks every time you run the CD algorithm (which could be as often as your framerate, or more)

use a certain data structure and you could drop that to O(log n)

Could you explain which data structure this is? It could be very useful.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Xgoff
Posted: Oct 23 2009, 06:33 PM
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QUOTE (OniLink10 @ Oct 23 2009, 05:18 PM)
Could you explain which data structure this is? It could be very useful.

quadtree


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QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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OniLink10
Posted: Oct 23 2009, 06:37 PM
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QUOTE (Xgoff @ Oct 23 2009, 04:33 PM)
quadtree

That is genius.
If you are confused, it just divides the screen into 4 parts and places each object into one of the 4 parts. For collision detection, it only checks for collisions between two objects if they are in the same quadrant. I might be a little off, but that seems to be the general idea.
http://en.wikipedia.org/wiki/Quadtree

This post has been edited by OniLink10 on Oct 23 2009, 06:39 PM


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Xgoff
Posted: Oct 23 2009, 06:47 PM
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QUOTE (OniLink10 @ Oct 23 2009, 05:37 PM)
That is genius.
If you are confused, it just divides the screen into 4 parts and places each object into one of the 4 parts. For collision detection, it only checks for collisions between two objects if they are in the same quadrant. I might be a little off, but that seems to be the general idea.
http://en.wikipedia.org/wiki/Quadtree

well actually it can subdivide as well

mainly it can let you reduce your search space by quite a lot (since you can leave most objects out of the test entirely); basically you just figure out which cell a given object is in (information you'll probably have immediately), and search within the current cell, expanding outward if you need to

This post has been edited by Xgoff on Oct 23 2009, 06:49 PM


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QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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OniLink10
Posted: Oct 23 2009, 06:50 PM
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QUOTE (Xgoff @ Oct 23 2009, 04:47 PM)
well actually it can subdivide as well

mainly it can let you reduce your search space by quite a lot (since you can leave most objects out of the test entirely); basically you just figure out which cell a given object is in (information you'll probably have immediately), and search within the current cell, expanding outward if you need to

Xgoff, you are amazing. C++ Game Designers on MFGG should be worshiping you right now.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Xgoff
Posted: Oct 23 2009, 06:54 PM
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QUOTE (OniLink10 @ Oct 23 2009, 05:50 PM)
Xgoff, you are amazing. C++ Game Designers on MFGG should be worshiping you right now.

i dunno rii saved my ass by telling me about them a few weeks ago or something so worship him

and lifning


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QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Lightning
Posted: Oct 23 2009, 07:42 PM
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QUOTE (OniLink10 @ Oct 23 2009, 04:30 PM)
100 of these Objects in a list would take (100*(9+4))=1300 Bytes.
100 of these Objects in a vector would take ((2(100-1))*9)=1782 Bytes.
Not really a big difference, but if you have 100s of objects, it adds up.

do you know what you're doing? 100 isn't the worst case in the situation I gave at all.
100 of these Objects in a vector would take (128*9)=1152 Bytes.

1000 Objects in a list would then take (1000*(9+4)) = 13000 Bytes
while 1000 Objects in a vector would be (1024*9) = 9216 bytes

etc.. the only time-based overhead in the vector is the reallocation of array space and the only space-based overhead is the difference between size and allocated capacity.


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Giygas
Posted: Oct 23 2009, 07:48 PM
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Giygas does not understand this conversation
:(
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OniLink10
Posted: Oct 23 2009, 08:05 PM
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QUOTE (Lightning @ Oct 23 2009, 05:42 PM)
do you know what you're doing? 100 isn't the worst case in the situation I gave at all.
100 of these Objects in a vector would take (128*9)=1152 Bytes.

1000 Objects in a list would then take (1000*(9+4)) = 13000 Bytes
while 1000 Objects in a vector would be (1024*9) = 9216 bytes

etc.. the only time-based overhead in the vector is the reallocation of array space and the only space-based overhead is the difference between size and allocated capacity.

Okay, now I see what you meant. I didn't know how vectors expand.
Right now I have a level with 109 Objects. Each one uses about 24 Bytes. Let's see the memory usage.
List: 109*(24+4)=3052B(Approx 2.98KB)
Vector: 128*24=3072B(3KB)


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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OniLink10
Posted: Oct 23 2009, 08:07 PM
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QUOTE (Giygas @ Oct 23 2009, 05:48 PM)
Giygas does not understand this conversation
sad.gif

Me and Lightning are discussing how much of your RAM different numbers of objects with different size will take up when stored in either a vector or a list. Lightning is teaching me so I understand. Xgoff was pointing out better ways to do Collision detection, mainly the Quadtree technique, which you can find on wikipedia.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Posted: Oct 23 2009, 08:39 PM
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QUOTE (OniLink10 @ Oct 23 2009, 09:05 PM)
Okay, now I see what you meant. I didn't know how vectors expand.
Right now I have a level with 109 Objects. Each one uses about 24 Bytes. Let's see the memory usage.
List: 109*(24+4)=3052B(Approx 2.98KB)
Vector: 128*24=3072B(3KB)

For 99%+ of the use cases, the difference is not important.


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Posted: Oct 24 2009, 03:28 AM
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QUOTE (Retriever II @ Oct 23 2009, 09:39 PM)
For 99%+ of the use cases, the difference is not important.

yeah that's what I'm tryin' to get at


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OniLink10
Posted: Oct 24 2009, 11:18 AM
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QUOTE (Retriever II @ Oct 23 2009, 06:39 PM)
For 99%+ of the use cases, the difference is not important.

Which is why we moved on to Clock Cycle Efficiency and Quadtrees.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Giygas
Posted: Oct 24 2009, 11:40 AM
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Okay, almost finished with this.

I just turned it into a little Minigame, because I don't want to spend to much time on this when I have other things to learn~

So, uh... Straight from the instruction booklet/manuel, here is it!

QUOTE
Mario is out in the MUSHROOM KINGDOM for a quick roundup of any GOOMBA SCUM that might be in the area.
After STOMPING and CRUSHING many weak, regular GOOMBA SCUM, he comes upon a strange GOOMBA that seems to revive itself STRONGER and FASTER every time Mario SQUISHES IT'S BRAINS OUT.

Help Mario kill the Goomba! Ha, just kidding, you're pretty much screwed Mario. But the good news is, you still can die with a high score!

Press the Left and Right keys to move Mario around the zone. When in need of some alone time in the air, just press up. If the Goomba happens to be under your feet when hitting the ground, he will be knocked unconcious for a second, enough time to RUN LIKE HELL. After reviving, the Gooma will be stronger and faster, therefore harder to hit!

Scoring is simple! Every time you hit the Goomba, the top number on the screen will increase by one. Your time survived in the game will be shown in the middle number, in seconds. As for your score, that's easy too! Your score is the bottom number. Your total score is the amount of Goombas you squished multiplied by your time.

Naturally, there could be a bit of stradegy in this. You may want to hit the goomba as much as you can, stay alive as long as you can, or balance it. Whatever you fancy, with time comes greater skill and score, and a feeling that you just abused a goomba!

Now, of course eventually you will die! Much like in real life, dying is when you touch the Goomba. Much like real life again, the only thing you lose when you die is your accumulated score. Then the game resets.

"BUT WHAT ABOUT MY HARD EARNED SCORES BAWWWWWWW" you might say! Well, we have a plan for that! Every time you get a new high score, we write that score to a text file for you to show off and brag!

Now that you know, it's time to play or something!


So uh... Yeah. Almost done with the project.
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Giygas
Posted: Oct 25 2009, 12:34 PM
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user posted image

\o/
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OniLink10
Posted: Oct 25 2009, 03:26 PM
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QUOTE (Giygas @ Oct 25 2009, 10:34 AM)
user posted image

\o/

Looking nice, but did you forget to turn off Image Smoothing?


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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