ome6a1717's Forum Posts

  • I'm making a large scale game at the moment with a very large layout (16k x 16k). So far everything is running smoothly, but I notice now that I've added pathfinding to one enemy type, when the enemy is loaded into RAM for the first time, if the pathfinding is enabled on the sprite, it hangs for a few seconds. Then all of created sprites afterwards load instantly and everything is fine. If I turn off "enabled" on the sprite and load it for the first time, there is no fps hang.

    I've tried setting obstacles to custom, and that seems to have helped, but there is still a small stutter on creation. Being that most of the enemies in this game will have some sort of pathfinding, is there a reason this is happening? Currently there aren't a lot of objects in the game (just 1 tilemap and maybe 100-200 sprites for testing purposes).

  • Asmodean & - okay bad news...clearing the cache (ALL of it, too) did literally nothing. It still crashes out of memory...and my cache was only around 500 some mbs.

  • Asmodean & - thank you both!! I will give this a shot, then.

  • - hmm, that's really strange. When the vram is high, it's about 60-70 mbs (I have games on steam that is WELL over that). There's a decent bit going on, but I can't imagine it's anything out of the ordinary. I usually have a few tabs open on chrome, but nothing too much. The preview is generally always open as I work on it and then f4 to test new changes.

    Is the cache only from my CURRENT session? Or is it a cumulative of everything I've been doing over the past however long it's been? Like I said, I NEVER had this problem with the C2 runtime. It could, of course, be coincidence, but I kind of doubt it.

  • - does that mean something is wrong with my game? Will this happen when I export to NWJS?

  • I randomly get an "oops...something went wrong (you've ran out of memory)" when testing my game. It doesn't happen terribly often, but often enough to be annoying. It seems to only have started when I switched to the c3 runtime. I believe the game is somehow crashing out of memory, but it's causing the editor to crash, as well.

    Has anyone else been experiencing this?

    PS. I have 64 GB of ram, so I know it's not that...and the game is an incredibly small pixel scale so I ALSO know it's not that...

  • WackyToaster

    That's just the thing - it's not really affecting anything per se. Everything loads fine, reacts as it should, etc. It only pulls that error in the f12 debugger.

    The main thing is anytime I see that error (because it happens when some other large functions are called), I don't know how to tell what it is without going through every individual event.

  • WackyToaster - This is literally all the event sheet is (and disabling EVERYTHING except "Go To CANYON" doesn't change it.

  • I've seemingly noticed a couple "red" errors in the f12 debugger lately, and wondering what they are and how to find out WHAT it is causing one? I have one that happens immediately on startup, and I've disabled every event and it doesn't go away.

    All I'm doing is loading an init layout with dictionary keys and then I go to a spritesheet to get a little bit more data, THEN go to the main layout. If I skip the spritesheet, the error does not come up. If I disable ALL events in the spritesheet event sheet, the error still comes up (the only even I leave is "go to Main Layout")

    Is there anyway to figure out what these or are any clue on what's causing them? Trying to sort them out myself seems impossible, and some of my functions are MUCH too large to disable one event at a time to see what's causing it.

    actions.js:1 [Construct 3] Error parsing JSON: SyntaxError: Unexpected end of JSON input

    at JSON.parse (<anonymous>)

    at C3.Plugins.Dictionary.Instance.JSONLoad (actions.js:1)

    at C3.Action._RunObject_AllParamsVary (action.js:1)

    at C3.EventBlock._RunActionsAndSubEvents (eventBlock.js:1)

    at C3.EventBlock._RunAndBlock (eventBlock.js:1)

    at C3.EventBlock.Run (eventBlock.js:1)

    at C3.EventBlock._RunSubEvents_SolWriterAfterCnds (eventBlock.js:1)

    at C3.EventBlock._RunSubEvents (eventBlock.js:1)

    at C3.EventBlock._RunActionsAndSubEvents (eventBlock.js:1)

    at C3.EventBlock._RunAndBlock (eventBlock.js:1)

  • Nepeo - yeah this seems similar to what we're doing. The only difference is that your repeat loops take MUCH less time (almost 1/10 of the time) as ours does in our game. In a brand new project, it's fine, but the second we loop through a 1k x 1k array, it hangs for around 10 seconds.

    I've even tried doing this on an empty layout with no event sheet includes.

    I think this is more of an Ashley question - is there any particular reason for that? There are some art assets in the game, but at an extremely small pixel scale.

  • Nepeo - I get a "Failed to Open Project. Check if it's a valid c3p project" when I import to c3.

    Yes, I left the tilemap whatever default size it was when it imported; the actual tilemap in the game is 1k x 1k. We thought about doing small cells of loading as you needed them, but it still created a second or two hiccup in the game.

  • Nepeo

    Ashley

    So I've now gone back to my original project, and did the changes based on what Nepeo suggests, and instead of 27 seconds, it only takes 9-10 seconds! Which is a huge improvement, but I tried disabling every line of code except for the "for" loops, and it takes around 7-8 seconds just to process that many repeats.

    It could be because there are now more events in play, but would there be another reason for this, Ashley?

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  • Nepeo - wow, talk about an oversight! That totally makes sense why it was taking so long.

    You are a lifesaver! Thank you.

  • Nepeo - Thanks for the reply! (and thanks for the plugin!)

    I totally see what you're saying, and to be honest, when we look at the tutorial, it takes merely a second or two to loop through the 1k x 1k image. Ours is taking upwards of 27 seconds.

    https://www.dropbox.com/s/r5p2nr3g2znnspt/advancedRandomTestingv1.c3p?dl=0

    I'm linking a new c3 project here that I made with the issues we're having. At first I thought it was all the other events I had, but even stripped out, you can see it's still quite slow. If you have some time, would you mine taking a look and see if we're doing anything wrong?

    Thank you!

  • We've been working on a perlin noise generator through javascript, and were super excited to get the webassembly version of it in the new C3 runtime.

    Running pretty much the SAME code, between the two, the advanced random plugin takes almost 3x as long that the javascript one. All we're really doing is generating a 2d classic noise and sending that value through a return function.

    Changing the octaves didn't seem to have any difference, either.

    Any help or insight would be appreciated!