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simonlc
post Jun 9 2015, 05:17 AM
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QUOTE(XaeL @ Jun 9 2015, 01:53 AM) *

QUOTE(myndzi @ Jun 8 2015, 08:25 PM) *

Javascript

Does javascript have an efficient/fast graphics/input library? Just wondering since we want maximal performance.

I'm thinking of writing a simple one in Unity3D. Wouldn't be too hard.

Also, seems like a lot of libraries die at > 1000fps lol. (just had quick look at unity)

JavaScript (in the browser) pretty much has a 60fps cap (in the browser). However, it is an event based language. Depending on the platform you can get microsecond (in browser), to nanosecond (node.js) accuracy, but typically you have millisecond accuracy.

For the graphics, JavaScript (browser and nw.js) has the canvas element which has both 3d and 2d modes which can be GPU accelerated. The new Unreal engine was ported to JavaScript and works on this tech. If you want the best performance in JS you want to build a game in C++ and compile it with something like emscripten into javascript (which unity 5 can do).

As for input libraries, there's nothing that I've seen out there that is any good. I'm currently working on one, but for a frame based input game. I've recently been debating the idea of event based tetris in my head again, though I still don't have a good idea on how to implement it to my standards.
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MicroBlizz
post Jun 9 2015, 05:47 AM
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I don't know anything about coding and what not but let me know if you need someone to test it simonlc :3


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XaeL
post Jun 9 2015, 06:35 AM
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QUOTE(simonlc @ Jun 9 2015, 05:17 AM) *

QUOTE(XaeL @ Jun 9 2015, 01:53 AM) *

QUOTE(myndzi @ Jun 8 2015, 08:25 PM) *

Javascript

Does javascript have an efficient/fast graphics/input library? Just wondering since we want maximal performance.

I'm thinking of writing a simple one in Unity3D. Wouldn't be too hard.

Also, seems like a lot of libraries die at > 1000fps lol. (just had quick look at unity)

JavaScript (in the browser) pretty much has a 60fps cap (in the browser). However, it is an event based language. Depending on the platform you can get microsecond (in browser), to nanosecond (node.js) accuracy, but typically you have millisecond accuracy.

For the graphics, JavaScript (browser and nw.js) has the canvas element which has both 3d and 2d modes which can be GPU accelerated. The new Unreal engine was ported to JavaScript and works on this tech. If you want the best performance in JS you want to build a game in C++ and compile it with something like emscripten into javascript (which unity 5 can do).

As for input libraries, there's nothing that I've seen out there that is any good. I'm currently working on one, but for a frame based input game. I've recently been debating the idea of event based tetris in my head again, though I still don't have a good idea on how to implement it to my standards.


i was thinking more along the lines of really fast update loop with separated video/logic threads (this isn't possible in Unity3D, but would be possible in LWJGL/DIY engines). Instead of events, i would do frame-rate independent code (e.g. das measured in ms rather than frames), since in my experience events have a large enough overhead to be highly inaccurate/inconsistent.


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QUOTE(Paradox @ Dec 16 2010 @ 05:52 PM)
Like many setups here, it is useful if your opponent doesn't move and you get 4 Ts in a row.
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simonlc
post Jun 9 2015, 07:55 AM
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QUOTE(XaeL @ Jun 9 2015, 06:35 AM) *

QUOTE(simonlc @ Jun 9 2015, 05:17 AM) *

QUOTE(XaeL @ Jun 9 2015, 01:53 AM) *

QUOTE(myndzi @ Jun 8 2015, 08:25 PM) *

Javascript

Does javascript have an efficient/fast graphics/input library? Just wondering since we want maximal performance.

I'm thinking of writing a simple one in Unity3D. Wouldn't be too hard.

Also, seems like a lot of libraries die at > 1000fps lol. (just had quick look at unity)

JavaScript (in the browser) pretty much has a 60fps cap (in the browser). However, it is an event based language. Depending on the platform you can get microsecond (in browser), to nanosecond (node.js) accuracy, but typically you have millisecond accuracy.

For the graphics, JavaScript (browser and nw.js) has the canvas element which has both 3d and 2d modes which can be GPU accelerated. The new Unreal engine was ported to JavaScript and works on this tech. If you want the best performance in JS you want to build a game in C++ and compile it with something like emscripten into javascript (which unity 5 can do).

As for input libraries, there's nothing that I've seen out there that is any good. I'm currently working on one, but for a frame based input game. I've recently been debating the idea of event based tetris in my head again, though I still don't have a good idea on how to implement it to my standards.


i was thinking more along the lines of really fast update loop with separated video/logic threads (this isn't possible in Unity3D, but would be possible in LWJGL/DIY engines). Instead of events, i would do frame-rate independent code (e.g. das measured in ms rather than frames), since in my experience events have a large enough overhead to be highly inaccurate/inconsistent.

Well javascript is event based, and single threaded. However it's asynchronous (so it can do what you want), and while the event loop can't be perfectly accurate, you can get around that by cheating a little. All this while being more efficient than running at 1000fps.
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XaeL
post Jun 9 2015, 11:38 PM
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QUOTE

Well javascript is event based, and single threaded. However it's asynchronous (so it can do what you want), and while the event loop can't be perfectly accurate, you can get around that by cheating a little. All this while being more efficient than running at 1000fps.


Ok, LWJGL supports event based input. It deals with 1000hz mouse easily so i might start coding something simple in that.

Any reason why Javascript is the shiz? I don't see how it matters what language is used as long as its event based.


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QUOTE(Paradox @ Dec 16 2010 @ 05:52 PM)
Like many setups here, it is useful if your opponent doesn't move and you get 4 Ts in a row.
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simonlc
post Jun 10 2015, 05:06 AM
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It's light weight, fast, supported everywhere, safer, doesn't hassle you for updates (like flash and java), and requires no install.
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myndzi
post Jun 11 2015, 10:55 PM
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Edit: moved here: http://harddrop.com/forums/index.php?showt...amp;#entry86260


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Okey_Dokey
post Feb 25 2018, 09:21 PM
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Meanwhile, MicroBlizz has reduced his record to 17.274 seconds (replay). I think it's the first time that the WR is held on Jstris.


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caffeine
post Feb 26 2018, 01:25 AM
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QUOTE(Okey_Dokey @ Feb 25 2018, 03:21 PM) *

I think it's the first time that the WR is held on Jstris.

From what I can tell, it is.

In the sub-30 era, the first WR on a new game are as follows:
CODE
Lockjaw        M.Bison    29.80 on 2008-04-02
Blockbox       Maserati   25.56 on 2009-04-30
Nullpomino     LapSiLap   22.90 on 2011-02-22
Tetris Hangame qoreodnjs  20.28 on 2012-02-28
Jstris         Microblizz 17.27 on 2018-02-10
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