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I have no idea how to code all I know is that people were going crazy over yanderdef for adding a bunch of those lol
just a question: how CPU intensive is node usage? like is it a hardware reason behind why the node limit is still quite low even with stickfigures becoming more and more detailed or is it something you are planning to change in a future update
Replying to:BottomTextLoljust a question: how CPU intensive is node usage? like is it
there’s 2 reasons for node limits, memory and cpu – two different things, and in the world of programming, they are usually trade-offs
for example
you pre-calculate a bunch of the math before playing the animation, and then playback is much snappier (less lag/CPU) but to store all that extra data to remember, memory usage goes up
a node has a bunch of data: x,y,angle,stretchy,type,etc,etc… all that data takes up memory
multiply that by, idk say 900 nodes on a frame, multiplied even more by 100 frames and there’s your memory-eating culprit
none of that affects lag
lag/cpu usage comes into play during all the calculation of angles and math (tweening) and just with plain ol rendering (its all vector-based, so every node has a bunch of math attached to it to render the shape(s))
so, node limits help people get a grip and not spam 3i9785789534987Q48 nodes on a frame and have a bad time and then yell at me and call stick nodes trash
Replying to:Ralph (Developer)there's 2 reasons for node limits, memory and cpu - two dif
yeah i know how ram and cpu’s work (at least on a basic hardware level) but i wanted to know how much does that tie into the SN app. though i do think a raise of the node limit or perhaps some dynamic system to be able to set the limit as you see fit or as the app may see optimal should be implemented because phones and tablets are becoming pretty powerful every year or 2
Yeah I find that satisfying but rare when stuff like that happens
I sound like I’m trying to be relatable ;/
Wut
Else if
Else if
Else if
Else if
Else if
I have no idea how to code all I know is that people were going crazy over yanderdef for adding a bunch of those lol
else if masterrace > switch statements
Yanderedev* not def
Does it really work tho?
now thats the big question, isn’t it-
so far, it does
just a question: how CPU intensive is node usage? like is it a hardware reason behind why the node limit is still quite low even with stickfigures becoming more and more detailed or is it something you are planning to change in a future update
there’s 2 reasons for node limits, memory and cpu – two different things, and in the world of programming, they are usually trade-offs
for example
you pre-calculate a bunch of the math before playing the animation, and then playback is much snappier (less lag/CPU) but to store all that extra data to remember, memory usage goes up
a node has a bunch of data: x,y,angle,stretchy,type,etc,etc… all that data takes up memory
multiply that by, idk say 900 nodes on a frame, multiplied even more by 100 frames and there’s your memory-eating culprit
none of that affects lag
lag/cpu usage comes into play during all the calculation of angles and math (tweening) and just with plain ol rendering (its all vector-based, so every node has a bunch of math attached to it to render the shape(s))
so, node limits help people get a grip and not spam 3i9785789534987Q48 nodes on a frame and have a bad time and then yell at me and call stick nodes trash
enjoy that wall of text
yeah i know how ram and cpu’s work (at least on a basic hardware level) but i wanted to know how much does that tie into the SN app. though i do think a raise of the node limit or perhaps some dynamic system to be able to set the limit as you see fit or as the app may see optimal should be implemented because phones and tablets are becoming pretty powerful every year or 2