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Slick Forums :: View topic - [ADDED] Managed Shader support
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[ADDED] Managed Shader support
http://slick.ninjacave.com/forum/viewtopic.php?f=27&t=4682
Page 4 of 5

Author:  R.D. [ Tue Mar 27, 2012 7:57 am ]
Post subject:  Re: [ADDED] Managed Shader support

Please tell me the benefits :o Because I can't see them. I could game loads all important ressources on start up (Think up Console Games). If you on an embedded system you probalty want to handle ressource loading differently I give yout hat but on a normal PC? Slick has a nice way to load ressources deferred so providing a loading bar is a 1 hour job.

Attaching new lib to use one or two classes is overkill imho. Is this Open Source? If so I say copy the code if not damn you Apache xD

Oh and could you post the benchmark? Looks kinda strange to me if the difference ist that big and I load all my images in 2 seconds... (around 30 images) ?

Author:  Nitram [ Tue Mar 27, 2012 8:35 am ]
Post subject:  Re: [ADDED] Managed Shader support


Author:  R.D. [ Tue Mar 27, 2012 8:58 am ]
Post subject:  Re: [ADDED] Managed Shader support

Well, I guess that's something davedes could change. I don't know if it's good to use String class with a simple "+". A better approch would be to use a StringBuffer. Also I would like to see the average time of loading since Java will alsways have heavy times on start up.

I Browsed through the code and the don't do anything which StrinBuffer does not. Their just doing the byte reading so I wonder why it's that faster :/ I will test that to.

And I don't think any player get's annoyed. Console Players are like this: "Well the game needs loading it's a console after all". PC Gamer (GAMER not the average asus buying laptop user) will not see much problems in loading. Loading is really something which is only important if you don't have the resources (embedded) and have a lot of textures or sounds.
But I'm not against faster loading :)

Author:  R.D. [ Tue Mar 27, 2012 9:37 am ]
Post subject:  Re: [ADDED] Managed Shader support


Author:  Nitram [ Tue Mar 27, 2012 10:47 am ]
Post subject:  Re: [ADDED] Managed Shader support


Author:  davedes [ Tue Mar 27, 2012 4:05 pm ]
Post subject:  Re: [ADDED] Managed Shader support

Updated. There are some other areas (AngelCodeFont, etc) that could also be improved with the same method -- in which case we might want to move it to some Utils type class.

(I didn't include the final trim() -- I don't see why we should silently do that?)

Also, I'm starting work on moving all the ARBShaderObject stuff to SGL in order to utilize GL20 if the system supports it.

Author:  Nitram [ Tue Mar 27, 2012 8:39 pm ]
Post subject:  Re: [ADDED] Managed Shader support

I send in a pull request that should contain a first version of IO Utilities trimmed down to the needs to Slick.

See if everything is cool and feel free to merge the changes in.

Nitram

Author:  davedes [ Tue Mar 27, 2012 11:37 pm ]
Post subject:  Re: [ADDED] Managed Shader support


Author:  Nitram [ Wed Mar 28, 2012 7:03 am ]
Post subject:  Re: [ADDED] Managed Shader support


Author:  R.D. [ Wed Mar 28, 2012 7:15 am ]
Post subject:  Re: [ADDED] Managed Shader support

Maybe the dev wants to use the method too. So Slick has now a nice and fast IOUtil class for super fast loading.
I will look at it too if I get some free time :D

Edit:
Why to you create a pull request btw? Just push the code into the dev branch. That's way easier for us :o


Edit²:
Pweee~ That's really a lot of code there o_O Could you just push it in the util package? I tend to say that we might just want to add the methods we need in the classes and drop this heavy class, since we don't want to create more bloat right?

Author:  davedes [ Wed Mar 28, 2012 1:55 pm ]
Post subject:  Re: [ADDED] Managed Shader support


Author:  Nitram [ Wed Mar 28, 2012 2:12 pm ]
Post subject:  Re: [ADDED] Managed Shader support


Author:  R.D. [ Thu Mar 29, 2012 7:18 am ]
Post subject:  Re: [ADDED] Managed Shader support

@davedes
I think you are right here. I thought that was the reason you implemented a loadSource method. I still don't care much about loading time. Not for 10kb image or anything. IOUtils sure is fast but... I load anything on startup anyway. I even init all my states there (since initiating them before the loading would ref images that don't exist xD)

Author:  Nitram [ Thu Mar 29, 2012 7:51 am ]
Post subject:  Re: [ADDED] Managed Shader support

Please... along all arguments keep in mind that Slick is not only used for small games. Loading minimal amount of graphics and sounds doesn't take long no matter how you load anything. But Slick is also used for larger scaled projects with > 80MB of images and resources that need to be load.

Author:  davedes [ Thu Mar 29, 2012 5:00 pm ]
Post subject:  Re: [ADDED] Managed Shader support


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