Why dont you use an embedded dbms to insert the csv logs this will increase your performance great Alexandros On Sun, Oct 18, 2009 at 8:23 AM, Kevin Jenkins <gameprogrammer@xxxxxxxxxx>wrote: > Here's a screenshot of the new application I mentioned a couple of weeks > ago > http://www.rakkar.org/blog/images/EchoChamber_Oct17_2009.jpg > > It's going to be in beta any day now. > > As mentioned before, some of the things you can do with it are: > > Playback a video of your game, at the same time you show a line graph of > the framerate over the play session > Log function calls and other events in sql tables, structuring your logs > such that you can perform queries on it. Logging does not require knowledge > of SQL. > Aggreggate logs from multiplayer sessions into a single source > Display memory usage in a pie chart, sorted from greatest to least > In a 3D view, render game pickup events and player locations using a > heatmap and point list, allowing you to watch how players move over the > course of a game, and see what pickups are used most often, and where > players die most often. > Single step through game ticks, seeing function calls and events that > happened during that tick, to determine what caused a problem later in the > game. > > For programmers, it's a logging tool that is much more detailed than printf > For designers, it lets you visualize your game design > For producers, it can be used to send reports, such as memory usage, > framerates, etc. > For testers, you can provide more detailed bug reports. "Open > X:\Bug2244.sqlite and go to 2:32 in the game. You see on the screen that all > enemies disappeared" > > The screenshot is about half of the application, with the other half being > the C++ code that you use in your game to generate the logs that the > application renders. > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > > -- Game Development blog http://only-video-games.blogspot.com/