Does your game crawl? Have you identified this code as the bottleneck? Are you certain that asm will give you a meaningful performance increase, and that your issue doesn’t lie with your approach to the problem? Sure, I guess. You said your game runs fine though, so this probably doesn’t apply.
Is your game fast already? If you don’t want to do it, don’t.
Writing asm by hand is almost always a waste of time. There are only a few times where it’s actually necessary, and unless you’re writing a bootloader and running your game on bare metal, I can’t imagine why it’d be necessary. But you know your code better than anyone else here, so you should know whether it’s needed or not more than any of us do.
To begin with, you’re apparently targeting the Z80, which I haven’t seen used for games in the wild… probably in my entire life? Maybe an arcade machine I played on once used it, but I can’t think of any other times. If your targets need custom assembly, then you should already know that. We don’t know your targets.
I was just using a feature of the z80 as an example and thank you for your help and if anyone wants to add that functionality in their game to increase performance they can.
I recently picked up MCC on Deck for the nostalgia. It’s been at least 15 years since I played the original and I don’t think I played any of the sequels.
MCC is weird on Deck - you have to install the games through the Steam DLC menu, not the “install games here like the instructions say” inside of MCC.
I was super pissed I needed a Microsoft account to play, and that the login screen glitched repeatedly, but I eventually got in.
This is what I love to see niche instances that specialise in an area rather than trying to be another generalist / reddit. At this stage you’ll prob need to fight discoverability issues. Cheering for ya.
Posting on r/Silksong helps a lot. We’ve been in contact with many moderators all across Reddit, trying to get them to join us, but that is still developing.
Welcome, friends! As a recent convert myself I’m so happy to see more community joining the fediverse
I get what you mean, the goal was actually to do the opposite. Try to get all indie game related subs together, but in this regard everything is a trade of.
Just pointing out genres with existing, somewhat active communities. There are many genres with a prominent presence of indie games and AA games (platformers, action games, MMOs) that are not really covered outside of general comms like this one.
It might be best to focus on those areas.
The local parlance for subs is comm/comms, from the word community.
At first I nodded my head to this since it adds user volume in one place, but this is the Fediverse, where no one set of mods or communities gets to “own” anything.
People can subscribe to both, so to me, the “best to not duplicate” is the antithesis of the Fediverse’s purpose.
I don’t think having functional, active, somewhat niche communities is the antithesis of the Fediverse’s purpose.
If we had 1M MAU, that would be different.
It’s a common complaint for many people looking to switch off reddit that niche communities are lacking and that having multiple low engagement communities without any clear differentiation is confusing.
Multiple comms is a good thing, but you also need to make it easy for users to quickly understand what the difference between two communities is.
While I don’t disagree with the sentiment, encouraging a large community driver like Silksong to create a community IS the way to grow niche communities, not the reverse.
I hope you’ll reconsider the domain name, though. Dashes make them harder to type, harder to remember (was there a dash? an underscore? nothing?), harder to read aloud to someone else, and (in some user interfaces) impossible to select with a double click. A domain name containing a dash isn’t unusable, of course, but is a perpetual source of friction and mild annoyance that could have been avoided.
It’s not a bug, it’s an unimplemented feature. The !community@instance syntax is not part of any Markdown flavour, so every client has to implement it independently, and it’s possible that it collides with some other kind of token (e.g. with the @user tag).
I mean… You guys should really start caring about domain names… That domain name is both hard to type and hard to spell… Domain names are important people.
Since it is still in its infancy, I would suggest buying a proper name. Might seem harsh, but ya.
<span style="color:#323232;">1. A "name" (Net, Host, Gateway, or Domain name) is a text string up
</span><span style="color:#323232;">to 24 characters drawn from the alphabet (A-Z), digits (0-9), minus
</span><span style="color:#323232;">sign (-), and period (.). Note that periods are only allowed when
</span><span style="color:#323232;">they serve to delimit components of "domain style names". (See
</span><span style="color:#323232;">RFC-921, "Domain Name System Implementation Schedule", for
</span><span style="color:#323232;">background). No blank or space characters are permitted as part of a
</span><span style="color:#323232;">name. No distinction is made between upper and lower case. The first
</span><span style="color:#323232;">character must be an alpha character. The last character must not be
</span><span style="color:#323232;">a minus sign or period. A host which serves as a GATEWAY should have
</span><span style="color:#323232;">"-GATEWAY" or "-GW" as part of its name. Hosts which do not serve as
</span><span style="color:#323232;">Internet gateways should not use "-GATEWAY" and "-GW" as part of
</span><span style="color:#323232;">their names. A host which is a TAC should have "-TAC" as the last
</span><span style="color:#323232;">part of its host name, if it is a DoD host. Single character names
</span><span style="color:#323232;">or nicknames are not allowed.
</span>
<span style="color:#323232;"> The syntax of a legal Internet host name was specified in RFC-952
</span><span style="color:#323232;"> [DNS:4]. One aspect of host name syntax is hereby changed: the
</span><span style="color:#323232;"> restriction on the first character is relaxed to allow either a
</span><span style="color:#323232;"> letter or a digit. Host software MUST support this more liberal
</span><span style="color:#323232;"> syntax.
</span><span style="color:#323232;">
</span><span style="color:#323232;"> Host software MUST handle host names of up to 63 characters and
</span><span style="color:#323232;"> SHOULD handle host names of up to 255 characters.
</span>
I mean, I agree with you in principle - domain names can matter. I remember people were similarly concerned about lemmy.zip back when it launched since .zip links on the internet can be… not so great.
In this case though I don’t see it, I think indie-ver.se is a great name and super fitting.
Changing the domain of a lemmy instance is quite hard. (Already did it once during testing). And I don’t think indie-ver.se is that hard to spell. Anyways, I am not asking the 100+ users who subscribed to change it, but I do see your point.
“have optional calls” is not really how this works.
If you’re in an interpreted language, like python, java, c#, you don’t have to do anything, because they compile for the architecture they’re running on already, i.e. using whatever CPU features are available.
If you have a compiled language, and your users compile themselves, then they are choosing which CPU features to use, so you don’t have to do anything. If you distribute pre-built binaries, then you simply have to compile it once for each architecture you want to support, and distribute the correct binary to each user (usually done with an installer).
For graphics, your graphics API also already takes care of using system-specific instructions, and shaders are compiled by it before/while running also using system-specific instructions.
So there’s really no “optional” path that you have to specifically put into your program, so nothing like
<span style="color:#323232;">Func work()
</span><span style="color:#323232;"> If isArm then doArmStuff()
</span><span style="color:#323232;"> Else if isZen4 then doZen4Stuff()
</span><span style="color:#323232;"> ...
</span><span style="color:#323232;">End
</span>
You need to profile your binaries to find out where they spend most of their cpu time and try and optimise those areas with more efficient code before you even consider micro optimisations like asm for specific cpus. Considerations like algorithm choice and cache efficiency of your data will all likely have a larger effect.
Thank you but I already made sure that my games was as efficient as possible and I was asking if I can make my games more performant by adding optional assembly functions to use non standard parts of the cpu and gpu to make sure that my games are at maximum performance, because linux does something similar.
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