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SWATH UserDefinedCommand
http://classictw.com/viewtopic.php?f=15&t=35266
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Author:  Deign [ Sun Jul 08, 2018 9:55 am ]
Post subject:  SWATH UserDefinedCommand

The conversation last week around SWATH vs TWX performance prompted me to check into something I had never used before. In SWATH everything is Java, which means everything is a Class. All the scripts I have ever seen are built on (inherit from) the UserDefinedScript class, but this weekend I finally built something using the UserDefinedCommand class. The functionality is quite different and you have access to the actual text buffer coming from the game. The performance improvement is really noticeable, and the text search and parse functionality is very powerful. If you have ever used regular expressions in Java, it's pretty clear they just wrapped this in their own functions and it would be easy to bypass those wrappers altogether if it made a difference.

Anyone else ever used this approach? I'm really curious now about how much improvement this would be. Would anyone care to suggest a good TWX script to benchmark against and how to carry out a test?

Author:  Cruncher [ Sun Jul 08, 2018 3:15 pm ]
Post subject:  Re: SWATH UserDefinedCommand

Go into SK's game H. Try to mow figs without getting photoned by Xanos.

Author:  Deign [ Sun Jul 08, 2018 3:55 pm ]
Post subject:  Re: SWATH UserDefinedCommand

This is one of those times when you wish you could see the expression on someone's face as they write. How far do you expect me to get?

Let's see, Game H... Oh, here we go. There you are Ms C. Looks like Xanos has things pretty well in hand. Only 9 days in and 2.1 million figs, wow.

But I take it from this that the lawnmower script is the real test for speed. I would have guessed the same too. More to avoiding getting hit than just straight line speed, though. I know that much. Anyone want to help out with the finer points of gridding? A high performance grid tool for SWATH would be a big help to the noobs and less advanced players.

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