Added: 7 months ago
From: Kikoskia
Views: 6,328
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  • Members of Air: "Okay, we tried asking nicely. We are now THREATENING you for your freakin' shaman!"

    Lord Kiko: "...No."*sends kitty to die honourably*

  • The sound of the moving cats is rather soothing. Purrrrrrrr...

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  • Exactly what is the point of that "Longboat" unit?

    I haven't seen a shred of water so far...

  • Blood for the Blood God! SKULLS FOR THE SKULL THRONE! SOULS FOR THE SOULEATER! LET THE GALAXY BUUUUUURN!

    *hack* *hack*

  • Chilling out and relaxing. but when a couple of guys that were up to no good...

  • I always hate it when your videos end... well, see you in a bit

  • You know your probably better off assigning all your idle followers to resource generating in the capitals. You can always un-assign them later if you need more troops. Oooh and summon a shambler from the earth mage tower. They are awesome.

  • The chord progression and rythm of the music in this game reminds me of 80's pop music.

  • Regulos, birthplace of bran flakes.

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  • 5:37 (Game)"To learn the art of war here, you must be prepared..." (Kikoskia)"Well, that's something you don't hear every day" Nope, first time hearing it. xD

  • Aren't we all truely exploring Life Kiko? Very zen title.

  • Too bad you didn't have enough moves that turn. It would have been silly awesome to conquer an opponent's city with just a cat.

  • Hahaha "We don't even need to see this combat. All we need to know is that they died." That one really got me xD

  • i dont think air conquered life. I think that air liberated their temple and life swore fealty. I think you saw one of those messages in a previous video actually

  • the game of fighting cats :P

    wonder if there are such units in modern rts anymore or did they replace by zerglings^^

  • That mouse scrolling really is horrible :( I wonder what the developers were thinking...

  • @junkrika

    This is an old game, so the scrolling is way too fast.. Its not the developers fault. Old games tend to work like that nowadays.

  • @junkrika Imagine the scrolling works like 5px/x internal game loops, where a 266 Mhz computer makes about x loops per second. What happens when you exchange the 266 by a number about 10 times higher?

  • @DieFinsternisUndHass So instead of using a timer, the *developers* chose to explicitly rely upon the processor clock rate and/or game loop? Whose fault is that?

  • @junkrika Actually I have no idea if it really works that way in this instance I just know there are games where certain stuff is handled by using processor speed as a factor

    However, timer can also get those issues if the processing power is big enough compared to the expected (which is the case in a game requiring 100Mhz and PCs these days have 3000/core.) since they are cycle related.

    The only reliable method would have been to stop the actual time, which is/was usually considered inefficient

  • @DieFinsternisUndHass Not really. Timers depend upon the timer frequency and the latency added by the instructions needed to be executed by the CPU. The end result is a timer resolution (in ms). Windows 3.1 had 10 ms, while Windows 9x had 55 ms. Because it explicitly relies upon *time*, it doesn't matter what the clock frequency of the processor is, a higher clock frequency would only increase the resolution of the timer, but not the time.

  • @DieFinsternisUndHass Older games that properly use timers are the one's that run the best on modern systems, because it relies on time, not a particular architecture or platform.

  • @junkrika Well, there are timer and timer. I usually associate with timer the one relying on processor speed But I guess I could have guess that you meant a 'stop time' timer. Anyway, long story short

    Yes, they used the game loop instead of a watch, probably because nobody expected somebody to play the game on a machine with 4 times the cores and over 10 times the power. It's also not uncommon. Most games I know from 97 and earlier only run in dosbox in a reasonable fashion or ridiculously fast.

  • @junkrika On the other hand, does it even matter? It's not like it will change because two people on youtube are discussing efficiency in programming :V

  • @DieFinsternisUndHass No, it doesn't change anything. But it's always good to be able to reflect on and learn from past mistakes :3 It's not like we've managed to exterminate bad programming, and linux is still a far way from inventing automagical bad programming and bug correction software ^.~

    Also, a proper and enjoyable argument on youtube is kind of rare, so hey! ^O^ Kudos to you!

  • @junkrika I'll add my two cents: you don't need to use the timers in order to use actual time instead of CPU cycles. Just calculate the time delta between the previous main loop pass and the current one. This way you can have as many main loop passes as possible and still maintain constant speed on all systems and on any hardware.

  • @robikz Doh! I manage to complete overlook one of the simplest and most elegant solutions to the problem :/

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