JigLibX just doesn’t cut it

Posted on 21st June 2011 in Uncategorized

Some bad news I’m afraid. I’ve been making a lot of progress recently and I’ve started to do some testing on the XBOX 360 again.

To my dismay, it turns out that I’m experiencing a lot of lag after just a minute or so of gameplay. I was afraid that I would have to work through my graphics pipeline again, but that shouldn’t degrade over time.

I started profiling my code and after some work I realized that the graphics pipeline was working well within its limits but I found another spike that I hadn’t seen before. The physics engine was performing extremely badly once the number of enemies (and thus collision volumes) went somewhere above 2-5. I attempted to do some threading of selected parts of the code to alleviate the burden, but in the end it just made JigLibX shake like a Chihuahua in the arctic. It simply got terribly unstable, so I decided what I should have decided long ago: I’m scrapping JigLibX.

It took about half an hour to rip everything out and get the engine going again. Now all I have to do it replace everything that JigLibX did with my own implementation. I was hoping it would have to come to this.

Sorry JigLibX. We must part ways.

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30kloc

Posted on 27th January 2011 in Uncategorized

Zenxing is now up to 30 home-grown kloc. Is that a good or a bad thing? Over about 6 months, it’s a lot of code for one person to write.

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