Heavy function causing issues in C++ export  [FIXED]

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Heavy function causing issues in C++ export

Postby Fraser » 2014-09-08 01:50

Last edited by Fraser on 2014-09-08 19:43, edited 1 time in total.
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Re: Heavy function causing issues in C++ export

Postby Fraser » 2014-09-08 19:26

Disaster averted. :lol:

The massive func must have been screwing with program stack somehow?

Solution:
I split the heavy functions main loops into state loops, so one iteration runs per frame.

I had to implement a register stack in AI vars.

It all works nicely now, with the added benefit of being an asynchronous function, you call it, it hashes and then calls you back with the result when its done. So FPS stays at 60.

Now to add a queue system so multiple calls can be made to it and they will be worked on in sequence.

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Re: Heavy function causing issues in C++ export  [FIXED]

Postby NiCoX » 2014-09-11 13:47

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Re: Heavy function causing issues in C++ export

Postby Fraser » 2014-09-11 15:16

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Re: Heavy function causing issues in C++ export

Postby Fraser » 2014-09-11 16:07

OK, I can confirm, the issue WAS caused by string pool size.

I set it to 4MB and can now run many iterations of the heavy bit-string twiddling function per frame without problem :D , even on Android CPP (which seemed to be the most sensitive).
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