Hi,
I think that UI performances cannot be solved by any new generation clock,
but by (only?) two means:
1/ having all UI in one thread, leaving time consuming tasks (heavy
calculations, disk/network access...) to other threads
2/ preloading resources (images, sounds...) at the start of the game.
To improve performances, the best is to investigate where the program spends
time. You could for example set up some traces as: print("method MyMethod
starting/ending at " + date) around such potential consuming tasks. You can
then use these traces to measure performance.
Moreover, if the game is built around a simple loop, you may simply measure
the time spent in each loop to weight overall performances.
I cannot help you regarding the bookkeeping.
Regards
On 11/4/06, Michael R. Irwin <mic...@ve...> wrote:
>
> Hi All,
>
> Does anybody think that implementation of Java's new finer resolution
> clock in the gameloop might resolve some of the high lag response of the
> UI?
>
> I will play with it a bit but I would like some feedback before
> committing to a major (for me) effort. I would need some advice on how
> to measure and demonstrate a useful increase in performance unless
> somone else does the widespread regression testing before accepting a
> patch?
>
> Another place for potential contribution might be in the bookkeeping
> area. Is there someone working on the transaction log and accounts
> manager we will need to provide detailed performance reports back to the
> user. Is a realistic model like what is in RT3 desired? If I were
> to work on this a brief walkthrough of how the game model tracks and
> reports ownership (if it already does) of assets like track, station
> improvements, industries, etc. would be very helpful.
>
> I look forward to hearing others thoughts on the above.
>
> Sincerely,
> Michael R. Irwin
>
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