#Important resources!
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Surely there is no pressure on updating it now. 😆
Hell no, Dragonite did great work on that! If anything it'll be a PR to his current work.
👌
now ya just got to automate it so that a bot command can compare two different code paths and display the results. Hope you have an enterprise account for automation 😉
You don't need enterprise for that
Command line building is free lol
Wait, since when
I thought that was a enterprise thing
Did that change recently or am I just really dumb lol
Or was it specific CI/CD pipeline stuff that was behind enterprise
Since the update video
Join us for another GameMaker Update video. The GameMaker team discusses what we achieved in 2022 as well as a look at what we have to come for GameMaker in 2023 and beyond!
See the full blog post: https://gamemaker.io/en/blog/gamemaker-update-2023
Download GameMaker: https://opr.as/DownloadGM-YT
https://gamemaker.io/
#gamemaker
0:00 Intro...
This was during when we had subscriptions
But now you just need an account with GameMaker
That's the only literal requirement
Not a single penny is needed 🙂
Only thing you can't do now is console platforms
But that's perfectly fair
And fine to be locked behind Enterprise
And it is possible to make a bot handle a quick benchmark run too
Would have to be basically:
/runbenchmark name_of_branch -> pulls repo branch -> compile + run on linux -> save results to text file -> load in text file and send results
shows ya how much attention I pay to things
do we have any tests for how much try/catch slows down code ?
None at the moment
I'm avoiding using it, as I suspect it affects performance, but I may be wrong, however, I have no idea what test would be best for that
iterating 100.00 over array with 100.000, 50.000 and 0 elements, and putting try/catch inside vs. iterating over 100.000 items ?
sth like this
i did a few tests on try-catch a while ago (pre-benchmark tool) and they didnt really slow things down all that much unless you did something ridiculous like log every caught error to the console
unclear if that's because try-catch isnt as slow as everyone thinks it is, or if it's because literally everything in gml is just that slow
I once tested try-catch as a way to collapse a call-stack and return value. In VM it was fine, but in YYC it was surprisingly slow.
From what I recall, only catching is slow.
If you get no errors, it’s almost no performance hit
But I haven’t personally tested that fully, at least in my own game it’s fine
An extension I've made to disassemble the byte code automatically, as per this video https://www.youtube.com/watch?v=6_PXIU37Yyw
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