Newest Post: Ner'zhul.Seraphim: More Speed and Defense / Patch Note No. 1A

Good evening, readers. I see Ner'zhul.Seraphim got a nice reception a fter having released her some weeks ago, but  the VoidShell library's CPU intensive use makes her nearly unusable, even for high-end computers.  ... Therefore, I have plans on releasing an optimization update that improves the character's average framerate, while trying to reduce the general CPU average used by the main library. General code optimization in the character's state files and a new version of VoidShell are featured in this patch update, so do not expect visible visual improvements in her skill set, but you will see them smoothly now. Cool, right? Art asset created by SlenderFreak17 This character update can be downloaded by clicking on the main thumbnail, and  the download link of her main entry will eventually be updated, so no worries. After seeing the current state of VoidShell, I really never thought that single Eikidankai Framework module would be finally completed, so I do not know ...

M.U.G.E.N Engine - VoidShell Library

Hello my fellow readers!

Well, before starting to talk about VoidShell, I will try refreshing your memory...
Does the word "Eikidankai" remind you of something? 

This portrait will definitively make you remember it then:

Said word has been reserved for my personal projects from now on.
Characters who 
previously used it were already given a new name, and VoidShell has come to replace the namesake module, so let's get started!

What is even VoidShell?

VoidShell library's main iconIt is a general-purpose library for M.U.G.E.N Engine that allows Void characters to protect their main PlayerCache data while providing them a simple but vast toolkit interface to use in said engine.

Characters loaded through this library will have their primary data remotely protected besides providing basic contingency plans against certain enemies.

They are also granted the capability of remotely tampering with the enemy to weaken them further, called as "Player Arts", which can be adjusted to either temporarily invalidate them, or permanently disable them.

How does it work?

When a character is loaded through the VoidShell module, their State files are apartly loaded before remotely protecting the main data array handle, and a threadworkers batch is created to assist them.

Host Soulkeeper and Data Controller threadworkers create the other threads while actively protecting the character's primary data and loading paths.

Of course, the module has to be loaded first to start handling the aid requests, otherwise those characters are not going to work as intended.

Is there proof of the module being in action?
Well...






Warning:
As a general-use library, all my related characters will feature one copy of VoidShell inside their folders, but only the latest version must be placed into your main engine's directory, as some of them could malfunction otherwise.

As VoidShell uses a lot of threads, a computer with a powerful processor is required in order to run the engine smoothly, besides preventing your computer from falling apart.
Requirement Reference:
Intel i7-10700 or Ryzen 7 5900X as minimum

For now, only 4 characters feature this library, so I will try to keep updating VoidShell to make them the most resilient and resistant.

...

Well, I guess that is all for now, so have a nice day!

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