State of GameSalad on 5-29-2013...

CodeWizardCodeWizard Inactive, Chef Emeritus Posts: 1,143
edited May 2013 in GameSalad Kitchen
Hello! It's that time again... time for another weekly state of GameSalad post. Batten down the hatches for the deluge of info!

Estimated Stable Build Schedule

We have no planned stable build releases for this week. We’re currently focused on whipping the nightly builds into shape -- fixing bugs and optimizing code. More info on the next release timing next week.

Pending Updates

These updates are pending for stable build release. They are available in the nightly builds of the engine and Creator. Once they are well tested they will be pinched off and released to the general public.

1. We’ve done an initial optimization pass on some of the Lua code. Especially related to how we compute delta times in the iOS engine. Should help improve general performance.

2. An optimization pass has been completed for OpenGL rendering. This should help out performance in several cases, especially particles. We’re seeing pretty absurd improvements for particles.

3. We’ve optimized some Lua memory footprint code that has the potential to shave megabytes off of your game’s memory size. At least it’s shaved some MBs off of my test cases. This was mostly done by optionally allocating some objects that were previously allocated all the time.

4. We removed the publishing fireworks sound effect.

5. We’ve addressed some of the Creator stuttering related to looking for Android ADB installations.

6. We’ve fixed an issue in Creator that caused entering non-numeric text into numeric fields. This also has a positive side effect of fixing some possible rounding issues in number constraints.

7. We’ve added WAV file support to Creator and the native engine. This support allows you to choose WAV files as your preferred file format for sound effects. The effect of making this choice is to have much faster loading on iOS. Speed gains are less notable on Android due to the suboptimal way we handle loading data from the device. We’ll be resolving that soon.

8. We’ve added TGA image support to the native engine. This support allows you to choose TGA files for your images. TGA files load significantly faster than PNGs.

9. We’ve updated how the ad bar works in your free games. It now takes less memory (1/30th as a matter of fact) and also takes advantage of some new iOS features to make installing targeted apps easier.

10. We've fixed a bug with pausing the game that messes up your camera. Good fix!

11. We’ve completed an engine reorganization pass that opens us up for easier debugging and development internally.

12. We’ve fixed a bug with Windows creator publishing timeouts.

What We're Working On

1. We're continuing to profile the game engine looking for CPU bottlenecks and RAM hogs. We're continuing to identify places that should receive immediate optimization. This effort will continue for the foreseeable future. This is my main engineering focus for now.

2. We're still wrapping up the major Mac Creator improvement pass. These improvements will greatly enhance the stability and performance of the Mac Creator. We'll be rolling this out to all Pro users for feedback soon. We’ve reduced the number of engineers working on this to one so that more optimization tasks could be started.

3. We have an engineer doing an optimization pass on the HTML5 engine. This should help improve general performance of both engines. Lots of good progress has been made on this over the past week. This work will be continuing for the next week or two.

4. Looks like one of our engineers will be resurrecting the old "stretch" mode to complement overscan and letterbox for universal resolution support. More news as progress is made.

5. We're also working on upgrading the ad bar to provide better cross-promotion opportunities to Pro users. We've got some irons in the fire here and will have more news as work progresses.

6. You may have seen a recent poll asking you all for information on Creator improvements.@BlackCloakGS and team will be digging in on these requests in a prioritized way. Expect them to start showing up in the nightly builds on a regular basis.

http://forums.gamesalad.com/discussion/56981/are-these-fixestweaks-what-youd-want

7. We have an engineer starting to breakdown the work involved in implementing asynchronous multiplayer support. Initial designs are taking shape. Pot’s on the stove on this and we’ll be simmering it for some time now.

8. We’re working to get Windows Creator in the nightly build process so that we can start iterating on fixes and improvements with it as well. More news as it’s available.

What's Coming Down The Pipe

Our primary focus will remain code cleanup, bug fixing and engine optimization for the foreseeable future. Once we're satisfied with where the core engine is at, we'll begin turning our attention to new feature development and additional platform support.

The top things on my list are: creator workflow improvements, custom fonts, automated texture atlas support, improved render batching, Android IAP and async multiplayer support. Some other odds and ends may come up first as necessary, but those are the main points I'll be pressing for. ETA of those features is not available yet, but they're top on my list to tackle as soon as feasible. More news as we make progress on our existing workloads.

Looks like we may be biting off a virtual file system implementation relatively soon. This will help us better secure your projects, reduce their size when installed and improve load times. More news soon.

Custom fonts are getting some attention in the next couple of weeks. More news soon.

Render batching is getting some attention in the next couple of weeks. More news soon.

Summary

Now that we’ve got nightly builds out for all Pros, expect improvements and optimizations to show up on a regular basis. If you aren’t Pro yet, you might want to consider it now. Time to get back to the code now!

Until next week...
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Comments

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    Awesome as always. What are your work hours? Lol - you guys are getting some great stuff done quickly. Nice job!
  • GreggTheDevGreggTheDev Member, PRO Posts: 33
    edited May 2013
    Awesome!

    @CodeWizard
    Are we going to see that Lua scripting soon?
  • zoopezoope Member Posts: 210
    @CodeWizard Awesome work, GS should create a few more instances of the codeWizard prototype :)
  • GS_MasterGS_Master Member Posts: 159
    cool!
  • ChakkuChakku Member Posts: 1,513
    Phew! So glad you wrote this in time ;)
  • mounted88mounted88 Member Posts: 1,113
    :-bd
  • SnapFireStudiosSnapFireStudios Member Posts: 1,603
    "2. We're still wrapping up the major Mac Creator improvement pass. These improvements will greatly enhance the stability and performance of the Mac Creator. We'll be rolling this out to all Pro users for feedback once the nightly build process is ready for use."

    May want to edit that one, as the nightly's are working now.
    I can tell that a giant wave of improvements is coming int he next few weeks. Can't wait to see what happens :)
    - Thomas
  • WbokoWboko Tennessee, USAMember, PRO Posts: 621
    Great Feed Back and keep up the good work!!!
  • GrapeSodaGamesGrapeSodaGames Member Posts: 93
    Great stuff as always! Thanks guys!
  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    looking forward to seeing the next release... no rush...
  • imGuaimGua Member Posts: 1,089

    We removed the publishing fireworks sound effect.
    This should be pro only feature. You will become filthy rich :D
  • BluemoonstudiosBluemoonstudios Member Posts: 156
    Good to see the update thread coming through, but too me it just seems to say the same things every week :D
  • ingenious.applicationsingenious.applications Member Posts: 102
    With fixes to the engine...I just want to make sure....they will affect our existing projects rather than new projects created from this point forward, correct?
  • PBEmpirePBEmpire Member Posts: 676
    Is it just me or is this week's state of gamesalad almost the same as last weeks? Still loving this new updates.
  • SinSquidSinSquid Member, PRO Posts: 135
    Yesss! nice. But i have one question:
    Will they also be smaller filesizes than PNG when imported to gamesalad?
    My images takes up soooo much space :)
  • BBEnkBBEnk Member Posts: 1,764
    Is it just me or is this week's state of gamesalad almost the same as last weeks? Still loving this new updates.
    I don't think it will change much until these things are released in the stable build as it should.
  • SocksSocks London, UK.Member Posts: 12,822

    We removed the publishing fireworks sound effect.
    This should be pro only feature. You will become filthy rich :D
    With a Pro account the publishing-complete sound effect should be the sound of cash registers . . . ka-ching ! . . . and with the free version it should be the sound of someone crying.
  • CodeWizardCodeWizard Inactive, Chef Emeritus Posts: 1,143
    Yeah, the state of posts are similar each week. There are differences though. I hope you don't expect things to change drastically week to week! :)
  • artfishartfish Member, PRO Posts: 369
    So I decided to fire up GS and get some more work done. Instantly frustrated that when I click through to a layer, make a few changes and then click the back button...Why do I not go back to the previous screen?! why not just go right back to the layers list? why?why not give us the option to disconnect windows and move the UI around...dumb back and forth work flow.....WHY!!!???whywhywhywhywhwywhy!!! aRGAHHAFHSIBHD Blbkjlbhbebefo ;djln jn /b dfsjklnbef i;be flnb efn;ieg rno;ifv ;niofv ;inoevn;i vf lnvf lnav ilnln vf lnav lnkdf..

    Sorry..just had to beat on the keyboard for a minute. It's a love hate relationship. ;)
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Awesome news guys!!!
  • SnapFireStudiosSnapFireStudios Member Posts: 1,603
    ilnln vf lnav lnkdf
    Pretty sure that means "I love GameSalad" in german. :P
    - Thomas
  • lycettebroslycettebros Member, PRO Posts: 1,598
    edited May 2013

    Pretty sure that means "I love GameSalad" in german. :P
    - Thomas
    That aint German, more like Astaporian methinks.
  • ChakkuChakku Member Posts: 1,513
    @SnapFireStudios @lycettebros


    Did you mean illn vf lnav lnkd? ;)

    http://goo.gl/c5iH8

    Chakku
  • part12studiospart12studios Member Posts: 620
    custom fonts would be incredible! No nonsense ttf font support would rock.
  • SearleSamaSearleSama Member Posts: 108
    Yeah, the state of posts are similar each week. There are differences though. I hope you don't expect things to change drastically week to week! :)
    Maybe give us just the difference? ;-)
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited June 2013
    @codewizard what!? You mean you guys haven't finished 3d modeling, synchronous multiplayer,the complete overhaul of the UI,automatic game design,automatic coding plug in and voice programing integration with Siri? I mean come on you guys are just plain slacking... ;)
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited June 2013
    Oh and I'm still waiting for the free puppy feature.
  • ChakkuChakku Member Posts: 1,513
    Yeah, the state of posts are similar each week. There are differences though. I hope you don't expect things to change drastically week to week! :)
    Maybe give us just the difference? ;-)
    Maybe have 1 section with the difference, then 1 with the gradual progress? :/ @CodeWizard

    Chakku
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Why do you guys want to make this harder on him. I think you should be capable of reading and comprehending right? You guys are just getting silly now with this useless nonsense. You guys are never happy.
  • SearleSamaSearleSama Member Posts: 108
    I got it. Bold the text of the differences! that's easy enough. :ar!
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