Re: Ruby component bug
Posted: Thu Nov 28, 2013 1:16 pm
Another thing I'm doing so often as I can (as a part of strategy) - is the "externalization" of unique modules/parts, so that I can play with what is left inside. Some settings are just sent via wireless connectors from "collector module", so the only modification I do - is the manual renaming of nodes. Advanced visuals are separated from tech data through modularization. Sometimes I fill all modules with the same possibilities (easier to synchronize), and activate only selected parts.
My largest project has about 700 000 prims/modules, and around that much connections (including wireless), over 2000 parameters to save. Loads slow, loads presets slow, but works within expectations. Sure - it has limitations (multiple instances, running-at-once performance), but these were predicted in early stages of development. More important is - the app is stable when it runs, and offers auto/manual backup of what I do. Instead of trying to do "whatever impossible" - I just put in technical guide an information on what the limitatins are, and refer them to possible environment limitations with a short note "we are working on it". Thus - you have a year or two to figure it out, doing meanwhile all other minor updates.
One thing worth to mention. When I decide to use some sort of parts many many times (like oscillators, sliders, gui elements, randomizers, and so on) - one of first checkups I do - is to see how a test design behaves when I put inside 200-500 copies. Like you did with ruby windows; I just do it on the beginning, before I start promising anything. I remember the early stages in SM and stock sliders. I had to redesign the idea in order to make it work; because it did not wanted to work with so many sliders inside. Sure, later I also modified these sliders (and moved into vector based ideology instead of using bitmaps; with some effort - you can do pretty cool tiny things).
But each next large modification of my projects - was always faster to achieve than I thought it would be. So just play with the idea, and find out how to simplify things. This (i.e. planning and strategy) will take most of your time. Modifications - not so much.
My largest project has about 700 000 prims/modules, and around that much connections (including wireless), over 2000 parameters to save. Loads slow, loads presets slow, but works within expectations. Sure - it has limitations (multiple instances, running-at-once performance), but these were predicted in early stages of development. More important is - the app is stable when it runs, and offers auto/manual backup of what I do. Instead of trying to do "whatever impossible" - I just put in technical guide an information on what the limitatins are, and refer them to possible environment limitations with a short note "we are working on it". Thus - you have a year or two to figure it out, doing meanwhile all other minor updates.
One thing worth to mention. When I decide to use some sort of parts many many times (like oscillators, sliders, gui elements, randomizers, and so on) - one of first checkups I do - is to see how a test design behaves when I put inside 200-500 copies. Like you did with ruby windows; I just do it on the beginning, before I start promising anything. I remember the early stages in SM and stock sliders. I had to redesign the idea in order to make it work; because it did not wanted to work with so many sliders inside. Sure, later I also modified these sliders (and moved into vector based ideology instead of using bitmaps; with some effort - you can do pretty cool tiny things).
But each next large modification of my projects - was always faster to achieve than I thought it would be. So just play with the idea, and find out how to simplify things. This (i.e. planning and strategy) will take most of your time. Modifications - not so much.