Does incredible skips really works?

Previous topic - Next topic

Ian Price

I agree, however BlitMax is a bit different to GLB. For starters BMax is modular and only compiles those modules that it needs based on the code (and is even better if you use the code checking tool). GLBasic compiles everything in one package. GLBasic file sizes are larger for the same reason. GLB is also catering for multiple formats - BMax only compiles to two.

I asked Gernot years ago if he had plans to make GLB modular.
I came. I saw. I played.

matchy

There's no reason to repeatedly compile/increbuild thousands of lines of code each time. To compile quickly, I have a temp.gbas file added to the project where the new code goes (and cut and pasted to the old file later) so that only that get "incredbuilt" and skips the large old unchanged code file/s.

Slydog

Is your project stored in a DropBox folder?  Just wondering if this is causing false recompiles.

One more option is compiling individual modules into separate library files (GBAL extension?).
This would work great for library files that aren't very specific to your game project.
They now should no longer recompile at anytime. (I have never tried this however, but was curious)
My current project (WIP) :: TwistedMaze <<  [Updated: 2015-11-25]

spacefractal

no, im not uses dropbox for any glbasic projects.

im would like to see a choice where its compile the header file alone, and the current source code- Of course there mightbeen issues other place, here we should just see FATAL ERROR. Then the whole thing needs recompile of course. Howover its doesnt need to been detected automatic, but more just manually.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

MrTAToad

Can you make the project (and code) available - and we'll see how fast it is...

spacefractal

no. None of my games is open source. The test was based on Genius Greedy Mouse project, which is the biggest game (440kb source code in 18 files). Im do sometimes do snippets. But its seen its compareable to the Erico game.

Howover its would been nice to see more indepth status what glbasic is doing.

One asked on a timer based code, which im still wait to see a new thread about it, so im can post it. Not sure who asked it.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

SnooPI

Quote from: Ian Price on 2014-Apr-28
I agree, however BlitMax is a bit different to GLB. For starters BMax is modular and only compiles those modules that it needs based on the code (and is even better if you use the code checking tool). GLBasic compiles everything in one package. GLBasic file sizes are larger for the same reason.

It's false, GLB is based on GCC and GCC works with libraries, it don't compiles everything in one package  ::)
The reason for the difference in size, is because BMax compiles directly in Assembler.

The only valid reason to explain the very long time of compilation on some computer (other than the size of the program or a possible virus on the computer) is the reason given by Kano:
Quote from: kanonet on 2014-Apr-28
When you compile your project it is splitted in several files: every gbas becomes a cpp file, but there is also a global header that is used by every file. If you change something that will be in the header, not in the cpp, then all files that use this header (=your whole project) needs to get compiled again.

Ian Price

Snoopy, you misunderstood what I meant by "one package" but I'm not going to bother explaining it after the last discussion we had over nothing at all.
I came. I saw. I played.

SnooPI

Quote from: Ian Price on 2014-Apr-30
Snoopy, you misunderstood what I meant by "one package"...

Yes, yes.. I have understood very well , you speak even of modules with blitmax. It's you who don't know what you're talking and use terms which you do not master.

Quote from: Ian Price on 2014-Apr-30
...but I'm not going to bother explaining it after the last discussion we had over nothing at all.

If you hint to our discussion on 3D engine, It's not my fault if you confuse a "3d Graphic Engine" (the 3D display) with a "3D Engine" (3D graphic engine, 3D physic engine(collision,...), 3d logic engine (IA, ..), ...)
I noticed that you often say false things with great conviction.

But you are right, me too I prefer not to converse with a person who never recognizes his own errors.   ;)

SnooPI

And I repeat the difference of size between BMax and GLB is because BMax compiles directly in Assembler, and not for a supposed reason of modules that BMax would have, but not GLB.

mentalthink

Really I don't see too slow when compile... I did something with Visual Studio and this waste a lot of more time than GLbasic.. and it's very expensive.. Ok Express don't.

Really 30 seconds for 5000 commands + or -, perhaps because I come from 3D and I have to wait 2 hours for a shit lovely  :-* image ....

spacefractal

My app is quite bigger. So whatever said it's still slow for big projects and could been better here. But again most quick test is allways is on windows.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

Moru

Did you try moving everything to a ramdisk? Are you using a USB-disc for the source?

spacefractal

#28
just a normal harddrive (on D: Drive). Im do should uses ramdisk. Howover if its a compile issue, its more depend on the cpu, more than harddrive. But nice idea.

Im do not think the third project will been a issue, since its a loth lesser project than both my games. Im also looking to port few games from the past im created to Glbasic.

PS. Tried with RamDrive. This seen is not a slow hardrive issue (im even remember to move the TEMP folder to ramdrive of course), since the speed was around the same. So its more a CPU thing.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

erico

Time to fork for dozen of processors and a water heat sink to overclock it all? ;/