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Thread: Prometheus Video - Updates

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  1. #1
    PGD Staff code_glitch's Avatar
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    So I thought I might keep people posted on where things are heading and continue the series by showing whats changed here:

    First off this is brand new:

    Code:
    CoOrd = Packed Object
    		X,Y: Int64;
    		
    		procedure SetValue(lX,lY: Int64);
    		procedure Empty();
    	    end;
    	Primitive = Object
    		Filled: Boolean;
    		FillColour: Colour;
    		
    		Points: Int64;
    		PointPosition: array [1..500] of CoOrd;
    		
    		LineColour: Colour;
    		
    		procedure SetPoints(Data: array of CoOrd);
    		procedure DrawFill(Val: Boolean);
    		procedure SetFillColour(R, G, B, Alpha: Int64);
    		procedure SetLineColour(R, G, B, Alpha: Int64);
    		procedure Draw(X,Y: Int64);
    	    end;
    and thats really it so far for the datatypes. I use packed records because I sympathize with the fact that you will most likely use CoOrds in your program - and lots of them... No actually, I wanted to try it out as a performance test. Might be better optimization soon. I just found managing 36,000 of them on 512mb of ram a bit tricky - that was my solution. A quad core CPU can handle the packed part... Dont ask about specs; I'm confused also.

    In terms of new procs/funcs (procedures/functions for absolute newbies) theres:
    Code:
    function CoOrdinate(lX, lY: Int64): CoOrd;
    and that sums it up so far... feel free to comment on this if you have any suggestions or problems.
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  2. #2
    PGD Staff code_glitch's Avatar
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    Here we go for another update. Since keeping the development of Prometheus_Core, Prometheus_Audio, Prometheus_Vid (Sdl and Gl branches) is far too cumbersome and no-one has expressed an interest in helping out I have thus taken the decision that in the interest of performance there will be one branch of Prometheus_Vid. It will not be solely powered by either Sdl or Opengl but rather whichever is the fastest to implement. At this stage the most important thing is to get Prometheus out there - and thus it is a high-speed development of features I have decided to go with. It will not necessarily be for speed from now on or simplicity of code but rather however I know how to accomplish such a task. If I can do polygons and shading best in oGl it will be done in oGl. If I can do it best in Sdl then it will be done in Sdl...

    Ps: Is it just me or is everyone lurking - again? I know you're out there: Look at the views counter. :}

    Edit: Oh and I'm working on an easy implementation of gradients to fill primitive shapes... At this rate it's going to be your swiss army knife for video in no time flat. And since its mainly gl now - no performance drags and I'm trying to dump it all on those GPUs with the flick of PrometheusGPU(True/False)
    Last edited by code_glitch; 19-12-2010 at 10:07 PM.
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  3. #3
    PGD Staff code_glitch's Avatar
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    Another quick note from me: debugging was a pain, so the next update will be of the all new error management system. objective: to prevent any type of crash from prometheus no matter the circumstances its a touch job but getting there now. All those try..except blocks SD
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

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