IPB
IPB
 

Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
> profile log
WhiteTreePaladin
post Jul 31 2010, 06:00 PM
Post #1


Group Icon
Community Drunk

Group: WFG Programming Team
Posts: 589
Joined: 31-July 06
Member No.: 1,532



profile log per discussion:
Attached File  profile.txt ( 14.7k ) Number of downloads: 25

Attached File  Latium_profile.txt ( 17.28k ) Number of downloads: 18
- after fresh load, with nothing particular going on

Attached File  combat_profile.txt ( 133.36k ) Number of downloads: 14
- with 7 enemy units standing around


I noticed something interesting:

Release mode: tried half a dozen times
It is difficult to lose even if I want to
If I attack, then let it play out on it's own, I win

Debug mode: tried twice
It is difficult to win even if I want to
If I attack, then let it play out on it's own, I lose

This post has been edited by WhiteTreePaladin: Jul 31 2010, 09:00 PM


--------------------
Brian [WhiteTreePaladin]
A.D. Gameplay and UI Developer
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Ykkrosh
post Jul 31 2010, 06:59 PM
Post #2


Group Icon
Community Guru

Group: WFG Programming Team
Posts: 3,561
Joined: 31-May 04
Member No.: 463



Hijacking this topic for more conclusions from multiplayer testing:

* Need to work out why the A* part in that profile log is so much larger than the times I get.
* Need to profile and understand JS memory usage, since in long games it can run out and then it becomes very unhappy.
* Need to cope better with >200msec latency.
* Need to fix pathfinding through dense groups of buildings.
* Need to fix receiving orders relating to now-nonexistent entities.
* Need decay of corpses and projectiles.
* Need in-game chat. (Also it should be logged, so we can refer back after testing (even if the game crashes).)
* Data-file verification would be good, to report mismatches helpfully rather than throwing an immediate OOS.
* Trees should probably have more wood, else they get used up very quickly.
* Female citizens should sound less manly when they die.
* Selected units should be highlighted on the minimap.


--------------------
Philip Taylor [aka Ykkrosh]

Wildfire Games Programmer
Contact me: philip@wildfiregames.com
User is online!Profile CardPM
Go to the top of the page
+Quote Post
Ykkrosh
post Aug 2 2010, 03:01 PM
Post #3


Group Icon
Community Guru

Group: WFG Programming Team
Posts: 3,561
Joined: 31-May 04
Member No.: 463



QUOTE
* Need to profile and understand JS memory usage, since in long games it can run out and then it becomes very unhappy.
Looks like it currently uses about 200KB plus around 2KB per unit at the start of a game, and it was configured with a 4MB heap size. Since we didn't have decay in that match, it's possible the corpses were just too much for it. Should be better with decay, and I've changed it to 8MB and added a dumpHeaps() function (in the console) (only in debug-mode builds) which may help debug any future problems.


--------------------
Philip Taylor [aka Ykkrosh]

Wildfire Games Programmer
Contact me: philip@wildfiregames.com
User is online!Profile CardPM
Go to the top of the page
+Quote Post

Reply to this topicStart new topic
2 User(s) are reading this topic (2 Guests and 0 Anonymous Users)
0 Members:

 



- Lo-Fi Version Time is now: 10th September 2010 - 09:39 PM