Markster wrote:what are the advantages of Nitro GUI than the Default Windows GUI?
Simion32 wrote:0x100000 == 1,048,576 Objects Per Level
Don't worry as I have a special data structure designed specifically to curb any slowdown due to large amounts of objects; said structure also does wonders for making collision detection faster. I'd wager with a fast PC you can have at least 256 active objects simultaneously without slowdown.
1. It's probably possible. Not at the point to say how easy that would be, yet.Markster wrote:And also, I got more questions
A code editor sounds like a very good idea, but that would be something for later if it ever happens. So you'll have to use your own to start out with - but you SHOULD NOT be writing managed code for custom objects (yes, that means no C# and no .NET either). Garbage collection and JIT etc would slow DELTA down tremendously - the reason I'm able to run 60Hz in it, is because it's all native C++ code.WAZ__Up wrote:when you talk about creating objects in C# / C++ is there a code editor planned to be made for the DKCLB or are we going to have to use our own editors, like VS 2010 or something? will there be some sort of Object Development Kit along with that?
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