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Messages - XiiDraco

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61
Computer Programming / Re: psp?
« on: April 21, 2014, 01:35:05 pm »
Lol sorry I just now found this, I was searching my name to find a topic about a tv I had, and I ran across this. I know this might be necro post much. Anyway yes I do Ps Vita and PSP programming. When doing the PSP programming you just need to know any language it supports. I believe C and C# both work with the PSP but I haven't tried it yet. However if you want I can link you to the site where Sony has license forms to create and use their SDK's for Ps Vita, Ps4, PSP, and Ps3. They should have an IDE (integrated development environment) for each. If you have any question feel free to PM.

P.S. IT's actually really easy to work with the Vita and PSP because all you need to know is the basic logistics behind programming, the syntax of the language you are using, and just experiment with the library's they provide.


Once again sorry for the Major Necro post.

62
ROM Hacking and Console Homebrew / Re: Escape (PlayStation MOBILE)
« on: April 06, 2014, 01:37:27 am »
Huh weird...

63
ROM Hacking and Console Homebrew / Re: Escape (PlayStation MOBILE)
« on: April 03, 2014, 09:35:38 pm »
All the pages required for the game/authors is dependent on the Devs themselves. Yes I made my own.

And that's weird that it doesn't show up for you because myself and multiple people from around the world have already purchased it... 10 copies total.

It must not have been released in your area yet.

64
ROM Hacking and Console Homebrew / Re: Escape (PlayStation MOBILE)
« on: April 03, 2014, 01:43:17 am »
The game was actually officially released yesterday on PlayStation Mobile.  :)

65
I'd like to discuss the idea and point of multi-threading with games, why it's necessary and one way of doing it. Some of you may already know about this, some may use it and know more than I do, If that is the case you are welcome to contribute and correct me If I say something foolish.

Spoiler For Spoiler:
Know, I know this is mainly a calculator forum and most if not all calculators do not use threads, so I'm kind of talking to you computer programmers out there.

Let me first explain to you what multi-threading is. Multi-threading is when you create multiple threads and do various tasks in each thread simultaneously. A thread is basically an instance of code that can be called again and again as well as at the exact same time as another. Yes that means the computer doesn't wait for your update section of code to run when it needs to render.

The purpose for multi-threading is to make your games/apps/programs run more efficiently. Here is an example of a non-threaded piece of code (something you would find on a calc).




(Non-Threaded)

Game Loop
{

A bunch of calculations

Clear the screen

Render your items

Swap buffers

}



Notice that every time your loops runs, you have to wait for the game to rendering the last scene to begin the next calculation phase. Multi-threading this makes it so that you can do both at the same time (almost). One way to put this -> All of your render code works with the GPU on a computer, while the calculation code works with the CPU. If you leave them in order (one, then the other, than the other, etc) Your GPU has to wait for your CPU to finish before it can be used and visa versa. So the entire time you are rendering your CPU is literally sitting there doing absolutely nothing. If we multi-thread this, we can eliminate that inefficiency.

(Multi-Threaded)

Thread 1
{


Calculate a bunch of stuffs


}


Thread 2
{


Clear the screenRender your itemsSwap buffers

}

Thread 1 and Thread 2 run at the same time.

Now that you have separated them you will have some problems. Both threads read and/or write to example sprite SHIP. What happens if thread 2 reads the X position of SHIP while thread 1 is writing to the X position of SHIP. This is what is dangerous, and can cause glitches, crashes, and unforeseen bugs. There are several ways to present this, one of which can be explained here: http://blog.slapware.eu/game-engine/programming/multithreaded-renderloop-part1/

Another bonus to splitting the calculations from the renders is that you can put the calculation on a timer so that it runs at the same speed on all devices while not affecting the rendering in the process. (no need to calculate for CPU speed variations).





This is just a fun bit of information that is handy to know if you are serious in programming.


Ok, also this is a computer game so it should probably be in Computer projects. Besides Even if it was still for PSM, it's not a ROM hack of course, but I also wouldn't consider it a home brew. In fact none of the games I make for PSM are really Home brews. They are legitimate games that are sold for money on the official Play Station Store. If anything an "Indie game projects" Board sections would be the most appropriate and I don't see why we don't have one...

I'm also not too... Liking... of my topics being under this board because every time someone looks at it they immediately take one look at the word "Hacking" in the title and turn the other way...
<_<

So what I'm trying to say is, a board specifically for Indie Projects would be most beneficial.
:w00t:

66
Even though I have paused work on this I will resume it for now just to kill time, I will add in various things but not until this summer will I re-optimize the code to work with multi-threading.


Purple planet :P


67
ROM Hacking and Console Homebrew / Re: Escape (PlayStation MOBILE)
« on: March 18, 2014, 12:16:31 am »
Yeah DJ, lol its not $59.99, its a buck. Literally, it's like $0.99. The reason of course for doing this, was marketing. It's something called impulse buy. It's worth so little, lots of people will buys it just to try it out.

And the content in it is way to simple to be anything more than a buck. XD

I will definitely update and add new content later though.

68
ROM Hacking and Console Homebrew / Re: Escape (PlayStation MOBILE)
« on: March 14, 2014, 05:38:35 pm »
So I finished the game! It won't be in until like next Tuesday though.

If you are viewing this with a PlayStation Certified device, this is the link for the game in the store:
http://p0.dl.playstation.net/p0/psns/psnschk.htm?a=psns%3Abrowse%3Fproduct%3DUM0474-NPNA00155_00-0000000000000000&type=psm

Here's the latest version:


Spoiler For Spoiler:
Lookie! Apparently this is what a promotional badge looks like. (non-clickable)






No, I'm not advertising for my game on Omnimaga, I'm keeping people up to date with all the cool things I've found/obtained/done.

69
Miscellaneous / Re: Random YouTube Videos
« on: March 02, 2014, 03:05:36 pm »

70

71
Web Programming and Design / Re: Browsergame ideas?
« on: February 23, 2014, 08:39:37 pm »
I'd help you anyday (I like spriting) just tell me what you need. ;D

72
Web Programming and Design / Re: Browsergame ideas?
« on: February 23, 2014, 04:02:53 pm »
I'm good at pixel art, so whatever you do, if need pixel art I would LOVE to help. I spend most of my time making pixel art actually XD.

How about a multplayer dungeon raider type game?

73
Web Programming and Design / Re: I made a thing
« on: February 23, 2014, 04:42:18 am »
Isn't there some way to keep the data server/site based?

Yeah difficulty leader boards. What a pain O.O

74
Web Programming and Design / Re: I made a thing
« on: February 22, 2014, 07:36:40 am »
Noice :D, just got 21

though to have more fluctuation in score, it might be better to have a difficulty selection (changes speed and/or distance of cloud walls)

Just a though

Also a leader board would be really cool if possible :D

75
Web Programming and Design / Re: I made a thing
« on: February 22, 2014, 06:53:41 am »
Wow, how is that possible O.O

You have made addicts, that's how.

You game is REALLY hard, but once you get used to it it's not as hard as you initially thought. ;)

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