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faster frames? and fog #11964
02/25/03 14:09
02/25/03 14:09

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I want to improve my games overall frame rate, is there anyway for the games engine to only show whats on the screen as in render only what the user can see? instead of just showing the entire level at once? and also can someone describe to me how to use fog? i tried alot but nothing works.

thank you alot for all who help me...

Re: faster frames? and fog #11965
02/25/03 16:05
02/25/03 16:05
Joined: Jan 2003
Posts: 1,169
Tennessee
AlexGFX Offline
Senior Developer
AlexGFX  Offline
Senior Developer

Joined: Jan 2003
Posts: 1,169
Tennessee
not a frame rate dude but i can do fog

goto map props and hit tab fix up any of the four choose one white blue red or i forgot the other yellow i think and then after u have chosen look at the numbers and order there in

in your script add this at the main function (end)

fog_color = 4;// any number u choose 1 too 4 gl :-0

Re: faster frames? and fog #11966
02/26/03 04:27
02/26/03 04:27
Joined: Sep 2002
Posts: 307
United Kingdom
dragon100 Offline
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dragon100  Offline
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Joined: Sep 2002
Posts: 307
United Kingdom
hi

In order to improve your frame rate you can use clip_range which roughly speaking determines the distance at which the engine stops drawing. You should read the manual on this it will give you a more accurate description.

In order to avoid the person who is playing your game from seeing large amounts of the level disappearing you can use the fog to cover it.

You can also use LOD (level of detail) whereby you can determine the level of detail of an object via wdl depedning on its distance in realtion to the camera. However in order to do this you will have to create versions of the object with lower polygon count. Again the maunal would give you more information on how this is used.

Information on how clip_range, LOD and fog can also be found in this forum by using the search I think there is quite a lot of information on it.

These things are mainly, although not limted to, outdoor levels. With respects to the camera only drawing what it 'sees' I think the engine does this already. If it is an in door level you will have to take care of polygon count, note that a lot of detail can be created using sprites and textures. Also note that when using textures it is important to use an appropriate size to the object you are using it on. Using a small texture for a big block will increase the number of polygons. However using a large texture for a samll object will take up to much texture memory. Hence you have to strike a balance.

Hope this helps [Smile]

Dragon100

Re: faster frames? and fog #11967
02/26/03 07:52
02/26/03 07:52
Joined: Jan 2003
Posts: 1,169
Tennessee
AlexGFX Offline
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AlexGFX  Offline
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Joined: Jan 2003
Posts: 1,169
Tennessee
hey thanks dragon i looked that up thats accually helping me! lol

Re: faster frames? and fog #11968
02/26/03 12:19
02/26/03 12:19
Joined: Feb 2003
Posts: 1,036
Chicago Area, U.S.A.
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Digital Dave Offline
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Digital Dave  Offline
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Joined: Feb 2003
Posts: 1,036
Chicago Area, U.S.A.
quote:
is there anyway for the games engine to only show whats on the screen as in render only what the user can see?
Set unseen faces to "none" (properties > surface> flags).

And there's this:

 -

Re: faster frames? and fog #11969
02/26/03 12:25
02/26/03 12:25
Joined: Feb 2003
Posts: 1,036
Chicago Area, U.S.A.
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Digital Dave Offline
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Digital Dave  Offline
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Joined: Feb 2003
Posts: 1,036
Chicago Area, U.S.A.
quote:
In order to avoid the person who is playing your game from seeing large amounts of the level disappearing you can use the fog to cover it.

I don't believe this is true. Fog is actually applied only to entities and map blocks, and not to the background image or the sky. If the map blocks disappear, so will your fog. The fog doesn't "hang in the air". It's not like volumetric fog.

I believe it can however cover up LOD changes.

Re: faster frames? and fog #11970
02/26/03 12:43
02/26/03 12:43
Joined: Sep 2002
Posts: 307
United Kingdom
dragon100 Offline
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dragon100  Offline
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Joined: Sep 2002
Posts: 307
United Kingdom
I was not entirely sure whether this was the case which is why I recomended it was checked in the manual. However I do remember that there is a code whereby the fog appears just before the clip_range which created the effect I mentioned, however I would have to check that.

Dragon100

Re: faster frames? and fog #11971
02/26/03 13:04
02/26/03 13:04
Joined: Sep 2002
Posts: 307
United Kingdom
dragon100 Offline
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dragon100  Offline
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Joined: Sep 2002
Posts: 307
United Kingdom
I checked and I think that this is the code that does that

function set_fog()
{
clip_range=3000;
fog_color=1;
camera.fog_start=.6*clip_range;
camera.fog_end=1.5*clip_range;
camera.fog=35;
}

Dragon100


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