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d/jak2: finish scene-actor
, scene-looper
, race-part
, rigid-body-plat
, debug-part
, voicebox
#1987
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looks good, just merge conflicts
Taskfile.yml
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@@ -120,15 +120,15 @@ tasks: | |||
- '{{.OFFLINETEST_BIN_RELEASE_DIR}}/offline-test --iso_data_path "./iso_data/{{.GAME}}" --game {{.GAME}}' | |||
offline-tests-fast: | |||
cmds: | |||
- '{{.OFFLINETEST_BIN_RELEASE_DIR}}/offline-test --iso_data_path "./iso_data/{{.GAME}}" --game {{.GAME}} --dump_current_output --num_threads 10' | |||
- '{{.OFFLINETEST_BIN_RELEASE_DIR}}/offline-test --iso_data_path "./iso_data/{{.GAME}}" --game {{.GAME}} --dump_current_output --num_threads 32' |
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kinda unrelated, but if we start adding lots of dgos, there's a lot of duplicated work/memory usage because each thread will end up reading all the dgos
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Yeah I somewhat expected that tradeoff, do you think it's something that could be easily improved though? Or perhaps when we have many dgos i can try to partition the work by the dgos themselves so there isn't somewhat-random access within a single thread.
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yeah, I think we can either partition by dgo, or share the ObjectFileDB somehow.
I tried running jak 1 with 16 threads and very quickly ran out of ram
(-> obj draw art-group data 4) | ||
) | ||
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(defmethod init-skeleton! krew-npc ((obj krew-npc)) |
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seems kinda confusing to have both initialize-skeleton
and init-skeleton!
. Maybe init-skeleton!
could be init-art
or something like that?
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