Sep 20, 12:43 am now gamepad/controller compatible! [ *caffeine overdose intensifies* ]
 Sep 23, 12:57 am c8
 Sep 23, 8:58 am (Edited on Sep 23, 9:10 am) You can add numbers of any size to eachother, can easily be used in a mulitplication proc as well.
 Sep 25, 10:56 pm [ *insert acid joke here* ] fr tho, this is super cool. Gonna get as much mileage out of this effect as i can.
 Sep 26, 4:48 am In response to Kozuma3 Kozuma3 wrote: You can add numbers of any size to eachother, can easily be used in a mulitplication proc as well. Using text for this sort of thing is a bad way to do it. Much earlier in this thread I documented my own bignum sorta project, and I compared mine to two other libraries on BYOND that use text, much like yours. Not only is the method of working directly with numbers significantly faster (if a bit harder to implement), but it's also far better with memory. And by faster, I mean faster. My code could compute something like 30! about ten or twenty times faster than meetings like yours.
 Sep 26, 6:18 am In response to Popisfizzy Please stay on-topic, thanks!
 Sep 26, 12:31 pm In response to Popisfizzy Popisfizzy wrote: Kozuma3 wrote: You can add numbers of any size to eachother, can easily be used in a mulitplication proc as well. Using text for this sort of thing is a bad way to do it. Much earlier in this thread I documented my own bignum sorta project, and I compared mine to two other libraries on BYOND that use text, much like yours. Not only is the method of working directly with numbers significantly faster (if a bit harder to implement), but it's also far better with memory. And by faster, I mean faster. My code could compute something like 30! about ten or twenty times faster than meetings like yours. This is super useful to know! Thanks for sharing this bit of information.
 Sep 27, 2:31 am * . *
 Sep 29, 10:26 pm
 Sep 30, 8:05 am In response to Popisfizzy Testing mine out I'm able to add two 6,388 digit numbers together with only 0.030 Total CPU unaveraged. Good enough for the majority of uses imo, also basically plug-in-play. All you have to do is instead of numbers they're strings. No overlycomplicated knowledge needed to do something simple.
 Sep 30, 12:21 pm (Edited on Sep 30, 1:17 pm) In response to Kozuma3 Yes, addition can be done in linear time and is easy. That's why I talked about computing factorials, because multiplication (for algorithms that don't require specialized knowledge to implement) is polynomial time—quadratic as an upper bound—and that's where you run into bigger problems.  I decided to look back in the thread, and found this where I posted some tests for doing addition. I also found that I actually tested computing 300!, not 30!. That is an extremely substantial difference.
 Sep 30, 1:33 pm In response to Kozuma3 Kozuma3 wrote: Testing mine out I'm able to add two 6,388 digit numbers together with only 0.030 Total CPU unaveraged. Good enough for the majority of uses imo, also basically plug-in-play. All you have to do is instead of numbers they're strings. No overlycomplicated knowledge needed to do something simple. You're not wrong: Your approach would be good enough for most simple applications. However, for any fast-paced, or action-oriented games where twitch time is important; "good enough" won't always cut it. It's almost always better to do things the best possible way than it is to do them the "good enough" way. I think it would be worthwhile to convert your library to use numbers rather than strings.
 Sep 30, 1:36 pm In response to Kozuma3
 Oct 3, 9:16 am
 Oct 4, 3:37 pm In response to Bravo1 Bravo1 wrote: That eye tho
 Oct 5, 1:23 pm
 Oct 17, 10:23 pm
 Oct 18, 5:43 am In response to Kumorii Oooh, fancy filter magic!
 Oct 20, 5:13 pm (Edited on Oct 21, 3:48 am) In response to Kozuma3 All the code required for for
 Oct 26, 4:32 am The FEED Halloween Demo will be available late Halloween Eve!
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