Update 32 - Sim optimizations and
Greetings, Hard Chip players!
Small release à priori as there isn't much new on screen. This release is about how well and fast the simulation could run, but not only. Let's see the results.
1. Simulation optimizations: Previously, the simulation's algorithm was very conservative as the game's development moved quite a lot. Now that many types of circuits have been tested, the simulation can be "stratified" a little to focus on speed. The list of optimization, tricks, and tweaks is long and may not be interesting. So instead, here's that:
The expert one will notice a slight improvement of 2200% :D! The focus was the simulation. Even though the render got some love, some regressions and slowness might have got in. It will be for a next of optimisation pass!
Some consequences: Die size can be extended to 1024x1024. Simulation step by step is back! You can run the simulation at different speeds (25T/s to 4000T/s). You can simulate larger circuit!
2. End Game Search and Testing: Along optimization I wanted to push as far as possible the type of end game that we could afford to do in a game (fun vs complexity). Long process here still, but here's something close to an 8Bits CPU with 16Bytes of RAM:
The point being, with clever tricks and tools, I think you can have a set of challenges that end in a fully functioning computer!
3. New Low-quality graphic mode: Hard Chip can be rough on the hardware. Even though High-Quality mode is meant to run on modest machines as well, if you want to focus on fps rather, you can select between 4 options now. "Low", "Medium" and "High" settings focus on the raymarching quality. The "Shadow" setting removes all shadows.
The difference between Low/No Shadow and High/Shadow is 2x to 4x, depending on the scenario!
4. Update Benchmark: New benchmarks and stats are now there (was quite valuable for the optimization work). All are already shown in screenshots before. Introducing "Thingy" which is very pertinent to test everything at once.
5. QOL, Bug, and Crash fixes:
1. 4BitsProgramCounter uses numeric validator
2. Readout neutral value can be opt-out
3. Vacant connection point, not rendered on large circuits
4. PMOS resets properly
5. Puller behavior updated
6. Reduced undo stack to 64 to avoid memory
7. Click on modals's background locks out the modal fix
8. IO Validator now waits sim to "settle", various fix and tweaks as
9. Network Keresto bug tentative fix
10. Trace doesn't connect to substrate anymore
11. Demos files updated
12. Group color function is now quasi-instant and works with large circuit
13. In Sandbox mode, you can control the clock frequency
14. Crash fix: Render crash and On Reload file crash
As always, your feedback/suggestions/comments are instrumental in making this game.
Thank you for playing Hard Chip, and stay tuned for more updates and new features!
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Hard Chip
A transistor simulation-ish puzzle game
Status | Prototype |
Author | Elorth |
Genre | Puzzle, Educational, Simulation |
Tags | 3D, circuit, Difficult, electronics, engineering, logic, zacklike |
Languages | English |
More posts
- Update 44 - The Mysterious HelperMay 12, 2024
- Update 43 - New playtest wave, In-world terminals and new Chapter2 beginsApr 27, 2024
- Update 42 - New Playtest Group, Grades, Tutos and Improved UXApr 06, 2024
- Update 41 - Deterministic Runs & Lots of new Challenges!Mar 24, 2024
- Update 40 - Conducive Gates & show continues on SteamMar 16, 2024
- Update 39 - Shorts behavior & Quality of Lifes improvementsMar 09, 2024
- Update 38 - Import Export, Bugs and Quality of LifeMar 02, 2024
- Update 37 - Smooth camera moves & keyboard inputsFeb 27, 2024
- Update 36 - New starting area, Shorted indicator & Simulation Stability passFeb 18, 2024
- Update 35 - Playtest sessions resultsJan 17, 2024
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