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GameMonkey Script • View topic - operator SETDOT basic type

GameMonkey Script

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PostPosted: Thu Nov 03, 2011 1:26 pm 
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PostPosted: Thu Nov 03, 2011 9:53 pm 
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Welcome to the forum funkbot :) Might I suggest that you check out DrEvil's extended GM build, as he's already implemented a stack based Vector3, which should be functional and well tested: This may help to fill-in-the-blanks for your modification, or you may like to switch to his build.


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PostPosted: Thu Nov 03, 2011 11:51 pm 
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PostPosted: Fri Nov 04, 2011 2:13 am 
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Funkbot, I understand what you are trying to achieve and I think it is not possible. It is an unfortunate by design limitation of the stack and variables. The alternative syntax vec = (4).x is indeed ugly. It would probably be clearer to just use syntax like vec = Vec3SetX(4) or vec = vec.SetX(4) (type bound). I think Shawn has already done the best he could. I'll investigate a bit further and let you know if there is a reasonable work around.


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PostPosted: Mon Dec 05, 2011 12:27 pm 
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Wouldn't a much simpler soultion to change the way that you allocate these smaller, more often used user-types?

Instead of relying on the standard new/delete or malloc/free which incurrs a lot of overhead in terms of memory and execution time; why not write something like a unit-heap allocator, which manages memory in fixed-size blocks?

After all, you get to define how an object is created in your type library function so it's up to you as to decided how it gets allocated. In fact, is there not already a class in gm that supports that sort of allocation strategy? I believe it's called gmMemFixed.

You still get some allocation overhead, but it's not *so* bad.


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