Game Development Community

Is the profiler dead in MS3?

by Stefan Lundmark · in Torque Game Engine Advanced · 08/05/2006 (6:31 am) · 4 replies

Hello,

I recently ran into a crash with using extensive amounts of particles. So I tried our debug build but it refused to work, it just got stuck in a while loop in stringTable::resize.

We had the profiler enabled by default when we ran the debug build.
After two weeks of madness, I finally found that disabling the profiler made the debug build function again.

Since I cannot download MS3 from CVS again (I do not know what tag to use except HEAD and it says nowhere on the site):

Did this ever work in stock MS3 or did I mess something up?
It works in MS3.5 stock.

#1
08/07/2006 (11:44 am)
You can see what all the tags are by doing a log on one of the files that's been in there for a long time (audio.cpp). MS 3 was Release_0_4_0 (...yeah, I know).

It should have been working fine in MS3, and is in 3.5.
#2
08/07/2006 (1:25 pm)
Seriously? This is a little off topic, but how are we supposed to know we can find the tags by digging through random old files?

I think part of what Stefan was asking (though I may be wrong), is why isn't there a little table with Tags, Release Dates, and associated milestones. A great place to put it would be tdn.garagegames.com/wiki/TSE/Setup#Versions_.26_Version_Tags, right where it says "table omitted".

You guys at GG seem like a great group of people, and you offer a great product, but the documentation is killing us. Those of us that are trying to dig in and learn to use the system have to fight tooth and nail for every scrap of knowledge. We don't know how to use it, and its frustrating when you won't tell us.

To case in point, I would be an entirely satisfied customer if MS4 was nothing but documentation, with no added code.

//Sorry, rant off.. I'll go back to debugging my texture paging issues.
//Really, I'm sorry, I don't want to offend you, but it had to be said (again).
#3
08/12/2006 (1:28 am)
We'd love to sit down and work on docs, but I think there's a significant contingent that really, really wants lighting in there, docs or no docs... :)

We are working on some significant changes around how we dev, so that we are better about writing docs. TGB is our test case; the changes will gradually spread to our other engines.

And eventually we'll move to TSE installers, no CVS, like we have with TGB - that seems to be a LOT less headache for everyone all around.

I _can_ recommend that you always keep a clean copy of whatever you merged from last - it's just good version control practice (look up "vendor branches" in the CVS and SVN manuals for proof I'm not using this as a cop out :P).

I've been using the profiler heavily for Atlas development, and it's been pretty consistently working since... well, MS1. If you give a callstack that might be revealing as to the cause.
#4
08/12/2006 (5:34 pm)
I prefer SVN/CVS access over installers, personally. Back in the days when code was rolled out in "realtime" versus pushed out in batches, it seemed to most people (myself included) that development was more active.

I know it is active now, but obviosuly not seeing new updates to CVS but every few weeks or months, makes it not seem that way. My fear with installer is we would have to wait on yall to get the Installer done, tested, put on website, etc... where as it doesn't take long to push a new file or two, to CVS/SVN.. depending on if the way things go now where its tested more before being pushed out.