File: falling_snow.swf-(1.46 MB, 1280x720, Loop)
[_] Cold OC warm your CPU. Rubber NAND 02/14/15(Sat)10:59 No.2688764
I made this instead of sleeping last night.
Mouseover to repel particles.
Right click to add or remove particles.
Marked for deletion (old).
>> [_] Anonymous 02/14/15(Sat)11:33 No.2688776
>>2688764
That's pretty neat
>> [_] Anonymous 02/14/15(Sat)12:38 No.2688817
>$6
n-nevermind;
>> [_] Anonymous 02/14/15(Sat)12:41 No.2688821
>>2688764
you made the right choice op
>> [_] Anonymous 02/14/15(Sat)12:51 No.2688830
songsource pls
>> [_] Rubber NAND 02/14/15(Sat)13:40 No.2688861
>>2688830
Right click, bandcamp.
Source is flash name.
>> [_] Anonymous 02/14/15(Sat)14:21 No.2688885
how come an swf can eat up so much cpu?
>> [_] Rubber NAND 02/14/15(Sat)14:27 No.2688892
>>2688885
No multithreading.
>> [_] Anonymous 02/14/15(Sat)14:29 No.2688894
Cool, I made something like this with javascript and canvas a week ago... what are you doing to
the snowflake as soon as it leaves the stage? Do you remove the object and create a new snowflake
or just move the yposition of the snowflake to 0?
>> [_] Rubber NAND 02/14/15(Sat)14:35 No.2688900
>>2688894
I move ypos to 0, and then randomize xpos to keep an even distribution. I leave velocity alone,
but they don't vary that much anyway.
>> [_] Anonymous 02/14/15(Sat)14:44 No.2688908
>>2688885
ActionScript and CPU rendering.
IIRC, Flash still does rendering on the CPU, at least for older versions of Flash (this is a
Flash 9 file -- Flash 10 might be able to do hardware rendering). So you have a couple thousand
little partially transparent dots getting composited with the CPU every frame. That's slow.
Plus you have some sort of ActionScript calculating the positions, so you've got CPU load there,
too. And that load could be worse if it wasn't written to minimize memory allocations.
And what Rubber NAND said, it's all done on a single CPU thread.
>> [_] Anonymous 02/14/15(Sat)14:47 No.2688911
The swf is lagging hard but the task manager only shows a 20% cpu usage. (on the 4th difficulty)
I guess chrome or the flash engine isn't that great
>> [_] Anonymous 02/14/15(Sat)14:48 No.2688913
>>2688911
That's single threading. You have multiple CPU cores, but Flash can only use one.
>> [_] Anonymous 02/14/15(Sat)14:56 No.2688919
>>2688908
I don't think Unity has this kind of problems
>> [_] Rubber NAND 02/14/15(Sat)15:15 No.2688930
>>2688908
It shouldn't stray out of cache, but I don't really have a good way to test that. Physics
calculation is the major load, and apparently pixelbender could help it offload some of the math
to another thread, but I have to learn how to implement it.