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6/27/2025, 10:47:06 PM
>>713830302
>>713830424
>>713830565
>>713830828
>Is it really common practice to identify flags purely by their position in an array?
Yes, or by enum constants to an array, which under the hood will be equivalent in every way. See EG pic related from the banjo kazooie decomp, they represent each token and bit of story progress as a constant they can then use for mapping comparisons.
>Can you pack more flags?
sure, but it wouldn't matter either way and caring whether someone does is midwit shit. flags enums may be how you eg serialize or deserialize the state over a large set of bools, but we have many kilobytes of memory today, optimizing your memory on your enum representations when every one of your art assets is larger in Mb then the entirety of eg Banjo Kazooie and by extension every pre-n64 game, is retard shit
>>713831389
>why do this instead of just having a structure that contains variables with actual descriptive names
The point of abstraction is to either derive speed of development, clarity, or extensibility benefits outside the software, or performance improvements withinin the software. For everything besides eg doing an enum mapping like pic related to add a little syntactic sugar over what he's already doing, you are not deriving clarity benefits for reasons stated in my prev post, and there's no speed impact either way, so pretty much no reason to add abstraction.
>I can't imagine story flags are accessed anywhere near frequently enough for performance to matter at all
That's what I'm saying, and all the nodevs calling it out are just trying to look cool by cargo culting hate of if statements and megafiles from the yandev era without understanding why they were good or bad in his case.
>>713830424
>>713830565
>>713830828
>Is it really common practice to identify flags purely by their position in an array?
Yes, or by enum constants to an array, which under the hood will be equivalent in every way. See EG pic related from the banjo kazooie decomp, they represent each token and bit of story progress as a constant they can then use for mapping comparisons.
>Can you pack more flags?
sure, but it wouldn't matter either way and caring whether someone does is midwit shit. flags enums may be how you eg serialize or deserialize the state over a large set of bools, but we have many kilobytes of memory today, optimizing your memory on your enum representations when every one of your art assets is larger in Mb then the entirety of eg Banjo Kazooie and by extension every pre-n64 game, is retard shit
>>713831389
>why do this instead of just having a structure that contains variables with actual descriptive names
The point of abstraction is to either derive speed of development, clarity, or extensibility benefits outside the software, or performance improvements withinin the software. For everything besides eg doing an enum mapping like pic related to add a little syntactic sugar over what he's already doing, you are not deriving clarity benefits for reasons stated in my prev post, and there's no speed impact either way, so pretty much no reason to add abstraction.
>I can't imagine story flags are accessed anywhere near frequently enough for performance to matter at all
That's what I'm saying, and all the nodevs calling it out are just trying to look cool by cargo culting hate of if statements and megafiles from the yandev era without understanding why they were good or bad in his case.
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