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Aeodyn

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Pokemon Reborn Development Blog

Pokemon Rejuvenation Development Blog

Post Comments posted by Aeodyn

  1. @Maruno Something you may be interested in is that mkxp-z can be compiled to use any version of Ruby, and at least with Reborn, getting it to work with Ruby 2.7 is relatively straightforward. ~50% performance increase.

    There's also the Tilemap improvements/fixes I implemented in mkxp-z (used in Reborn 18.4.3), which means you can just completely toss out CustomTilemap. (Feel free to PM me about either, if you want.)

  2. That AI streamlining is soooo satisfying. And yay for memoization!

     

    TBF for the tilemap, they had to rewrite it cuz the RMXP version just doesn't support some things. Though why someone thought that meant they should sometimes render tiles as individual sprites is beyond me.
    Luckily ancurio & inori's mkxp-z (game-z.exe) is open-source, so I was able to implement/copy-paste what the built-in tilemap was missing.

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  3. Something interesting: Even in version 2.7 with JIT enabled, Ruby still can't do constant folding (turning 2*3 into 6 so it doesn't run every time). Apparently the reason is that because almost anything can be redefined, even for something like 2*3 it has to look up the right definition each time. So a lot slower than you'd like.

    (Also ruby 1.8's optimization is much worse than 2.7, even without JIT.)

     

    For Essentials, there is at least one thing I'm aware of that's kinda-sorta reeaally bad: tiles are sometimes rendered as separate sprites, individually. ~300 tiles are on screen at a time, so even if only a fraction are rendered that way, it can be bad.

    (I think it happens in the Dragon's Den, for example?)

     

    On the other hand, it's amazing how well it reproduces the 3rd-gen Pokemon experience.

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