Supcom/Moho engine rewrite
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@IndexLibrorum Hello! I think i have actually spoke to you a bit on the discord, when I've posted links, i think you had ideas on the keyframe stuff with the replays right? well know there in!

I'm always happy to chat tech, or anything like that

On the speeding up tests, that's actually a great idea and didn't occur to me! thank you

I spent a bit of effort to load in the maps as fast as possible before, a main bottleneck for me is some of fafs start up lua is quite slow, although i did some work to speed that up, and the tests do run faster now.
In reality i run the tests in parallel without the window, that i just measured, completes in 9.49 seconds on my machine.I did the screen recording just for visuals

But faster is always better!
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@SlightlyGrilled
https://limewire.com/d/DWWf2#9gbKJxH9UW
game.log is uploaded on the link, text size too big to place here, sorry. -
@IndexLibrorum you peaked my interest on the map loading, so i went and actually timed it.
Both the total time with graphics running in a window.
and if i run it headless without the graphics.Theta Passage (SCMP_012), 5 km
total 0.89 s | map textures ready 0.71 s | sim running 0.75 s
(headless total 0.47 s)Open Palms (SCMP_007), 10 km
total 0.93 s | map textures ready 0.80 s | sim running 0.78 s
(headless total 0.50 s)Seton's Clutch (SCMP_009), 20 km
total 1.04 s | map textures ready 0.88 s | sim running 0.87 s
(headless total 0.58 s)Gentleman's Reef (SCMP_005), 40 km
total 1.38 s | map textures ready 0.87 s | sim running 1.20 s
(headless total 0.83 s)Betrayal Ocean (SCMP_029), 81 km
total 1.51 s | map textures ready 1.06 s | sim running
(headless total 0.91 s)Frostmill Ruins (SCMP_030), 81 km
total 1.51 s | map textures ready 1.02 s | sim running 1.34 s
(headless total 0.94 s)Debris (X1MP_012), 81 km
total 1.45 s | map textures ready 1.21 s | sim running
(headless total 0.82 s) -
@The_Janitor Thanks I will have a look!
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@Dim-A-miD yeah its super cool!
In case three isnβt enough and youβd like to bring the total to five...
I think this, and your link goes way over my head?

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@The_Janitor ok found it, i will release a new version that fixes this, but in the mean time, in your mod folder you have a file
mods/auto-upgrading mass extractors.7zmy engine is picking this up and thinking its a zip file. if you move that file it should work

but i will also fix this in the next version.
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@The_Janitor ok found it, i will release a new version that fixes this, but in the mean time, in your mod folder you have a file
mods/auto-upgrading mass extractors.7zmy engine is picking this up and thinking its a zip file. if you move that file it should work

but i will also fix this in the next version.
Confirmed, that did it! Game lunches now, thanks!
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@slightlygrilled I see that the lua calls are grouped. I thought there would be a lot of small callback calls and everything would look like "Swiss cheese" XD. So does it queue up the lua callback calls and execute them together?No, right at the very start i looked at it, and as much as i think its a fantastic data structure, it just doesn't fit supcoms design
Could you provide more details? Why did you abandon ecs?
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@Xiaomi you can see under
lua weapon events, there is the number 13k, that's the individual lua callbacks, I'm just not zoomed in enough to see.
And again underlua projectile impactsanother ~3kSo yes the general setup is rust systems calculate everything, then apply the effects.
Actually now I'm looking I need to check that weapon step, and whether its unmarked lua, or native code. Thanks for the curiosity!
Ok an update on that, i went and had a look, and it could totally disappear! here you go
thank you!
This brought the 64k air fight from 307ms a tick to 270ms! (although not in that screenshot, but as an average, Tracy does also slow down the game alittle)
On ECS, so from my understanding, ecs is really great when you have tight data you want to iterate very fast, moving as little data as possible from ram to cpu cache.
Like if you want to move over every entities health and add regen.
It's also great as an abstraction allowing separate systems to just deal with the data they want to deal with, they don't need to know about everything else, they just want to know health, and health regen etc...
However in supcom, there is a huge amount of lua, and it's structured around being able to access any of the state at any point.
So to this effect, i just store entities (units etc..) in a dense array, and lookup almost instantly by id/index.
Another issue is the sim is deterministic, which means i need fixed iteration order, and when looking at the ecs around, they didn't guaranty fixed order, when components where added or removed.
This was ages ago i made this choice though, so i could be miss remembering it, or it just straight wrong!
And if i do get cache bottle necks on tight systems, i can always move to separate arrays for different parts of the data.
Good questions though! happy to discuss more if you have more questions/ideas

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Hi, do you have any installation guides explaining how I can set up and test your engine? I'm not very familiar with this area.
Thanks for all your great work!
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