Age | Commit message (Collapse) | Author |
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The game loop is implemented in Lua, and there are no delays.
Now we wait 10ms on each event pulling, as we always do.
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The original checked the total amount of memory occupied by all resources. This has been
changed to a maximum number of simultaneous resources instead, so the game resources
are no longer leaked. Also disabled the unused or debug functions getUsedMemory(),
setMaxMemoryUsage(), setMaxMemoryUsage(), isLogCacheMiss(), setLogCacheMiss(). Performed
some cleanup on code related to the above.
svn-id: r55594
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on startup.
This reduced the initial memory used by 100MB for me, though the game keeps allocating
new resources in each scene without deleting them, because of the missing functionality in
getUsedMemory(). This change also slightly reduces the loading time on game startup.
svn-id: r55593
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svn-id: r55464
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The save system of this engine currently partially bypasses the
SaveFileManager API, by (abusing) the fact that the Lua engine allows
creating files in arbitrary places (it exposes fopen, fread, fwrite
etc.). This is used to create a 'config.lua' configuration file. This makes it non-portable.
In addition, the filenames used for the savestates ("0.b25s") do not
comply with our naming conventions for engine savestates.
It should be possible to overcome all this, but it might require hacking
the Lua engine; or we could try to replace some of the BS2.5 script
functions with our own, dynamically.
svn-id: r53838
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svn-id: r53835
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svn-id: r53832
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svn-id: r53626
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If I understand this, we don't need to call Kernel::GetInstance()
when we are already in the Kernel class. In this particular case,
_RegisterScriptBindings() is called from the Kernel constructor, so
it gets called again and again because _Instance hasn't yet been set.
svn-id: r53512
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svn-id: r53477
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svn-id: r53403
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svn-id: r53391
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svn-id: r53309
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The things which are intentionally left with the prefix:
BS_LOG, BS_ASSERT, BS_Rect, BS_String.
svn-id: r53261
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svn-id: r53259
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Under MinGW, with OpenGL and tinyxml.
svn-id: r53225
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svn-id: r53222
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svn-id: r53195
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svn-id: r53192
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All version ID generation is useless for ScummVM as we have our own clear
versions. Thus removing all of that.
svn-id: r53191
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svn-id: r53188
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Majority of files now compile under Windoze.
svn-id: r53182
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svn-id: r53181
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svn-id: r53171
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