Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

Reply
 
Thread Tools Display Modes
  #1  
Old 04-01-2011, 07:00 PM
the Dutchman the Dutchman is offline
Approved Member
 
Join Date: Feb 2010
Posts: 242
Default Send it to the optimizer!

Isn't there a profession like that,programmers that optimize software regardless of what it's used for???

If not i'm off to school!
Reply With Quote
  #2  
Old 04-01-2011, 07:13 PM
David Hayward David Hayward is offline
Approved Member
 
Join Date: Dec 2010
Posts: 1,183
Default

Quote:
Originally Posted by the Dutchman View Post
Isn't there a profession like that,programmers that optimize software regardless of what it's used for???

If not i'm off to school!
No. Optimizing something as complicated as this game would require the programmer to have detailed knowledge of every algorithm. Dumping this on a new programmer would be a disaster. It would probably take them weeks, if not months, to get familiar enough with it before being allowed to make significant changes.
Reply With Quote
  #3  
Old 04-01-2011, 07:18 PM
Zappatime Zappatime is offline
Approved Member
 
Join Date: Oct 2009
Location: Wakefield UK
Posts: 170
Default

...... well how about The Central Scrutinizer then?
Reply With Quote
  #4  
Old 04-01-2011, 07:20 PM
David Hayward David Hayward is offline
Approved Member
 
Join Date: Dec 2010
Posts: 1,183
Default

Quote:
Originally Posted by Zappatime View Post
...... well how about The Central Scrutinizer then?
They are called "users".
Reply With Quote
  #5  
Old 04-01-2011, 07:21 PM
the Dutchman the Dutchman is offline
Approved Member
 
Join Date: Feb 2010
Posts: 242
Default

It seems to me it's just a matter of to many vertices at the right place at the wrong time.......
Reply With Quote
  #6  
Old 04-01-2011, 07:24 PM
the Dutchman the Dutchman is offline
Approved Member
 
Join Date: Feb 2010
Posts: 242
Default

Quote:
They are called "users".
I challenge you to a disk duel!
Reply With Quote
  #7  
Old 04-01-2011, 08:04 PM
Oldschool61 Oldschool61 is offline
Approved Member
 
Join Date: Jun 2010
Posts: 544
Default

Quote:
Originally Posted by David Hayward View Post
No. Optimizing something as complicated as this game would require the programmer to have detailed knowledge of every algorithm. Dumping this on a new programmer would be a disaster. It would probably take them weeks, if not months, to get familiar enough with it before being allowed to make significant changes.
Unless this programmer already has flight sim exp. then it might help. Maybe the RoF programmers looking for a part time job
__________________
“Violent, irrational, intolerant, allied to racism and tribalism and bigotry, invested in ignorance and hostile to free inquiry, contemptuous of women and coercive toward children: organized religion ought to have a great deal on its conscience.”
― Christopher Hitchens
Reply With Quote
  #8  
Old 04-01-2011, 08:12 PM
David Hayward David Hayward is offline
Approved Member
 
Join Date: Dec 2010
Posts: 1,183
Default

Quote:
Originally Posted by Oldschool61 View Post
Unless this programmer already has flight sim exp. then it might help. Maybe the RoF programmers looking for a part time job
Flight sim programming experience probably only helps if the sims have similar engines. I'm pretty sure that CoD is unique.

In fact, flight sim experience might do more harm than good if the programmer makes wrong assumptions based on previous experience.

Last edited by David Hayward; 04-01-2011 at 08:14 PM.
Reply With Quote
  #9  
Old 04-01-2011, 08:24 PM
Blue Scorpion Blue Scorpion is offline
Approved Member
 
Join Date: Mar 2011
Posts: 50
Default

Programmers are responsible for optimising their own code as far as is possible and practicable based on the companies rules of coding practice, and design documents.

You then produce debug builds with built in profiling code, this tracks resource allocation, number of calls to those areas requiring the greatest processing power, data that can never be accessed due to logic errors and so on, giving hints to any potential bottlenecks. Any potential problems are then passed back to the team who were responsible for that area of code, and they in turn look at ways of improving it.

This is an iterative process, and code may go back and forth many times on complex projects while the code is optimised and bug fixed and additional features added or expanded.

Unfortunately, as is usually the case, bug fixes, and new functions change code behaviour in ways that can never have been foreseen. Due partly to the way a compiler organises data allocation and optimizes code internally during compilation; but more likely, to the left hand not fully understanding how the right hand went about achieving a particular solution. This in turn, often forces another look at code to remove these bottlenecks, sometimes requiring an investigation of the problem at machine code level.

Eventually, you reach a point where performance is acceptable or within design limits, at which point the process generally stops; until new additions or updates change the code again requiring a fresh look at the problem.

Quote:
Originally Posted by David Hayward View Post
Flight sim programming experience probably only helps if the sims have similar engines. I'm pretty sure that CoD is unique.

In fact, flight sim experience might do more harm than good if the programmer makes wrong assumptions based on previous experience.
Coding, is coding, is coding, all programmers working for well organised software houses produce their code in line with design documents laid out during an earlier phase of development, if any such problems are going to occur it is during the design phase not during coding . Good coding practice also demands that programmers comment their code anywhere there may be ambiguity or complex algorithms so that new or reallocated staff can quickly establish an understanding of the code at hand.

Last edited by Blue Scorpion; 04-01-2011 at 08:32 PM.
Reply With Quote
  #10  
Old 04-01-2011, 10:04 PM
Oldschool61 Oldschool61 is offline
Approved Member
 
Join Date: Jun 2010
Posts: 544
Default

Quote:
Originally Posted by Blue Scorpion View Post
Programmers are responsible for optimising their own code as far as is possible and practicable based on the companies rules of coding practice, and design documents.

You then produce debug builds with built in profiling code, this tracks resource allocation, number of calls to those areas requiring the greatest processing power, data that can never be accessed due to logic errors and so on, giving hints to any potential bottlenecks. Any potential problems are then passed back to the team who were responsible for that area of code, and they in turn look at ways of improving it.

This is an iterative process, and code may go back and forth many times on complex projects while the code is optimised and bug fixed and additional features added or expanded.

Unfortunately, as is usually the case, bug fixes, and new functions change code behaviour in ways that can never have been foreseen. Due partly to the way a compiler organises data allocation and optimizes code internally during compilation; but more likely, to the left hand not fully understanding how the right hand went about achieving a particular solution. This in turn, often forces another look at code to remove these bottlenecks, sometimes requiring an investigation of the problem at machine code level.

Eventually, you reach a point where performance is acceptable or within design limits, at which point the process generally stops; until new additions or updates change the code again requiring a fresh look at the problem.



Coding, is coding, is coding, all programmers working for well organised software houses produce their code in line with design documents laid out during an earlier phase of development, if any such problems are going to occur it is during the design phase not during coding . Good coding practice also demands that programmers comment their code anywhere there may be ambiguity or complex algorithms so that new or reallocated staff can quickly establish an understanding of the code at hand.
Sounds like someone know a little about programming...
__________________
“Violent, irrational, intolerant, allied to racism and tribalism and bigotry, invested in ignorance and hostile to free inquiry, contemptuous of women and coercive toward children: organized religion ought to have a great deal on its conscience.”
― Christopher Hitchens
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:13 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.