Yahoo Canada Web Search

Search results

  1. One appropriate usage of wall time for modders is measuring the performance of a piece of code, such as a world generation method. Feel free to use wall time to measure performance:

  2. Wall clock time is the time you would get if you measured the runtime with a stopwatch. User time is the amount of time the CPU takes for running exclusively the code in your job (this does not include system calls you job may do).

  3. Modding can take as much or as little time as you want to invest. Big things are obviously going to take huge investmens. Some of the larger mods have been ongoing for literal years.

  4. If, for example, you have 4 cores available, your ideal would be that the wall time is 1/4 th the CPU time. So, for multithreaded code you'll often end up doing things in two phases: first you look at the time to execute using one thread, using CPU time.

  5. In brief, your perceived satisfaction with the game you're playing -- the one you have spent all of this time modding to be precisely what you want it to be -- is dramatically reduced because of the wealth (and relatively ease of implementation) of options available to you.

  6. Time wall: a deliberately designed gap of progression in an incremental game that encourages the player to close it and return at a later time. Many of the cherished incremental games early in the genre did not have them: Universal Paperclips, A Dark Room, Crank, Spaceplan.

  7. People also ask

  8. Dec 23, 2014 · I'll talk later a bit about different ways you can go about modding, and why you should use this approach whenever possible. (although don't actually modify GetPosition. Everything uses that, so it would probably cause a ton of problems!)

  1. People also search for