64-bit OpenBOR engine

What baffles me is how someone can make a game in OpenBOR which uses 8GB of RAM.
I just confirmed using a script intense game like SORX and it uses...230MB of RAM

My cynical guess is they just kind of copy-pasted every variable in the engine to a 64 bit-width, cranked up all the bound limitations without bothering to use any kind of dynamic or lazy allocation schemes, and called it a day. Then shoved in some bloated up hack-job Streets of Rage module and there you are.

DC
 
My cynical guess is they just kind of copy-pasted every variable in the engine to a 64 bit-width, cranked up all the bound limitations without bothering to use any kind of dynamic or lazy allocation schemes, and called it a day. Then shoved in some bloated up hack-job Streets of Rage module and there you are.

DC
@DCurrent Exactly. Although there's some nice ideas, considering what was done with the SOR2X game, the execution is poorly made without any engineering.
And this game is another SOR2X modification, "SOR Chaos". It already was posted here some years ago, everything is literally... a chaos lol.


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I loved how the video title kinda defeats the whole thing:
"Modified Edition - Now with 5 extra buttons! How's that for an upgrade?"

How can I put this? Someone took a functional engine and an amazing game, added 5 more buttons for... reasons. And they turned a game that used less than 240MB into one that consumes an unbelievable 8GB of RAM—an increase of 3,636.25%.

I'm trying to find a word that isn't offensive.
 
My friend is right. The forum is quite aggressive and short-sighted, no wonder. I haven't seen where the Windows 64-bit source code has been published; maybe I'm just not good at searching. The 8G in the picture is for testing. I enlarged the font file to 400M for loading testing. Actually, the 1080P version of chaos runs continuously for more than 10 hours without using more than 1G of memory, and under normal circumstances, it uses around 600M. It's your forum, so I won't say more. I have made the V1.2s version public. Just check how much memory it uses. The resolution of the 1080P version is 16 times higher.
 
My friend is right. The forum is quite aggressive and short-sighted, no wonder.
Someone clogs the engine with poorly optimized code, steals a project from a well-known creator... and the forum is the one to blame.

Right.

The forum is incredibly helpful to those who genuinely want to learn, share knowledge, or showcase their work. But it’s the exact opposite with people who take others' work, clutter it with nonsense, and show up acting as if they’ve reinvented the wheel.

My experience tells me this post isn't going anywhere.
 
My friend is right. The forum is quite aggressive and short-sighted, no wonder. I haven't seen where the Windows 64-bit source code has been published; maybe I'm just not good at searching. The 8G in the picture is for testing. I enlarged the font file to 400M for loading testing. Actually, the 1080P version of chaos runs continuously for more than 10 hours without using more than 1G of memory, and under normal circumstances, it uses around 600M. It's your forum, so I won't say more. I have made the V1.2s version public. Just check how much memory it uses. The resolution of the 1080P version is 16 times higher.
Friend, I don't want to sound rude but maybe it's because the work in question is a work based on other people's work. It applies to both engine/game.

So, you can't expect a happy welcome in a situation like this. Do you or your friend want to contribute with any project? No problem, make it in a correct and ethical way, here in the forum or in the official OpenBOR GitHub page.

But do you really think that only you and your friend had the ideas applied to this "SOR CHAOS"? Of course not, but sometimes working on the proper way respecting years of software engineering for a long term project may take a lot of extra time, instead of just throwing any new stuff in other people's works (that were coded from scratch by the original authors) without the correct methods.
 
My friend is right. The forum is quite aggressive and short-sighted, no wonder. I haven't seen where the Windows 64-bit source code has been published; maybe I'm just not good at searching. The 8G in the picture is for testing. I enlarged the font file to 400M for loading testing. Actually, the 1080P version of chaos runs continuously for more than 10 hours without using more than 1G of memory, and under normal circumstances, it uses around 600M. It's your forum, so I won't say more. I have made the V1.2s version public. Just check how much memory it uses. The resolution of the 1080P version is 16 times higher.

Nobody is attacking you personally - but the project you posted, we've seen this song and dance dozens of times before. Someone comes along, grabs a copy of the engine source, doesn't bother reading the documentation or working with the people who actually built it, makes a bunch of assumptions, and then proceeds to code in a slew of features the engine already has.

Then they show up here or on YouTube and brag about it like we've been put in our places or something - so yes, we tend to get a bit salty about that. It's like taking a Ferrari, sticking a wing on it, and then saying you built a better car.

Actually, the 1080P version of chaos runs continuously for more than 10 hours without using more than 1G of memory, and under normal circumstances, it uses around 600M.

That isn't the flex you seem to think it is. Averaging 600MB of RAM usage is terrible, but more importantly, leaving a game sitting around is not proof of anything. You need an actual, empirical unit test that exposes issues so they can be corrected. Like this one for example:


The real point for me though, is you or your friend could have worked with us, maybe joined the team, and everyone would have been better off. Instead, you tried to show us up and the end result is bloatware that's about three years behind.

DC
 
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