Recent content by grim002

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    When I originally added AutoStruct to AutoIndex, it was nearly identical feature-wise to AIDS...

    When I originally added AutoStruct to AutoIndex, it was nearly identical feature-wise to AIDS. However, it wasn't really well received in the WC3C community. People liked automatic destruction, but automatic creation was not always wanted. There was also the issue that only one struct of a given...
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    I've never actually found a use for locking an index, nor has anyone requested it. Is there a...

    I've never actually found a use for locking an index, nor has anyone requested it. Is there a case where locking an index is useful that wasn't caused by bad code design in the first place? Removal detection allows the unit to instantly remove itself from all systems/loops as it exits the game...
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    Well, I can't really complain if you agree. :P Unfortunately, some in the TheHelper community...

    Well, I can't really complain if you agree. :P Unfortunately, some in the TheHelper community have wound up obsessed with "performance" and benchmarking things that don't need to be benchmarked. It's like some systemic problem over here. Anyway, about benchmarks. I thought you might find it...
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    Benchmark TimerUtils' New/Release Timer VS. Regular Create/Destroy Timer !

    Your benchmark is completely off. You aren't allowing TimerUtils to actually recycle anything. Creating and destroying handles takes FAR longer than recycling them, even with extra steps involved. Also, this benchmark is meaningless because Create/DestroyTimer are not functions that will ever...
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    Any processing capacity in excess of what's required at any given moment is just wasted. Nothing...

    Any processing capacity in excess of what's required at any given moment is just wasted. Nothing matters until you actually hit the point where framerate goes down, and that is totally impossible to reach for modern PCs without bottlenecks or poor code design. The incredible volume of code my...
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    Even if you got rid of all of those minor "optimizations" and the convoluted coding style in...

    Even if you got rid of all of those minor "optimizations" and the convoluted coding style in Rain, it wouldn't affect the framerate. In the demo map, it's entirely dependent on the user's graphics card and how many of those rain SFX it can handle onscreen. Anyway, this is just indicative of...
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    System IDEA - Item Death Event & Autoindexer

    Like I said: bad code design.
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    System IDEA - Item Death Event & Autoindexer

    Or maybe you could actually use local variables. I can't believe that you would need to store local variables in a stack and access them globally except in cases of bad code design.
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    System Advanced Indexing & Data Storage

    When you do bother to update it, I'd appreciate it if you stopped supporting non-existent stuff from AutoIndex like that AutoData module that hasn't existed for 6 months. If you want to keep the module there, stop referring to it as an AutoIndex related feature.
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    On an unit creation, unit life == full ?

    I wouldn't do anything based on this information. This is going to change eventually once Vex has the time to update how initialization works.
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    System Advanced Indexing & Data Storage

    Bolded part is false. AutoStruct in AutoIndex actually allocates structs, so they can have default values and may use array members just fine.
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