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Posts I've Made
14 April 2012 - 10:33 AMThat's because the running animation, gimmicks, etc are basically boosted directly from the Sonic games. The level design is completely different partly because it uses small tiles instead of huge ones like the Sonic games. Personally, I think it feels closer to Kid Chameleon than a Sonic game.
02 April 2012 - 07:11 PMI wonder...
Do anyone of you coding-savvy fellows think that participation in this project would be a good way for someone who doesn't know how to program to perhaps...learn?
Solving known problems in any project you have the source for is a great way to learn how to program, but not nearly as much so if you don't get people to review your code.
01 April 2012 - 10:21 PMYeah right. The best thing to come out of the whole "totally open project" thing was the realization that it doesn't work.
Open projects work fine when they aren't managed in a completely half assed manner where you have numerous people just make different engines and then see which one sticks to the wall. You never would have seen horrible optimization problems like this if the code was being peer reviewed with something like reviewboard. They do need a strong leader who knows what he's doing though.
01 April 2012 - 05:59 PMThat distinction is trivial (and not entirely incorrect since difficult can mean requiring effort as well in addition to what you are saying which is more of a question of skill). The bottom line is that if he doesn't usually work with threads, using them is more work. This isn't something to hold against him.
That said, yeah, I can definitely envision plenty of ways to split up a lot of the tasks that go in here. For example, since rendering is probably the heaviest task in here, you could have different layers being drawn to by different threads pretty easily with just a lockable queue per each layer.
01 April 2012 - 04:18 PMSprings, rings, etc. aren't part of Sonic physics. They are just actors.
I'm pretty sure the Sonic template comes with most of those things though.