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Older AUM code - converting to A7 #226026
09/07/08 13:03
09/07/08 13:03
Joined: Jun 2008
Posts: 11
D
DryWater Offline OP
Newbie
DryWater  Offline OP
Newbie
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Joined: Jun 2008
Posts: 11
Hi George,

I am not sure if this is the right forum to ask my questions, so please move the topic if it doesn't fit here.

I am totally new to 3DGS and found your AUM as a fantastic resource for beginners like me to learn about the various aspects of the system.

One of your many samples that really caught me is the golf game from AUM 63. When starting to make myself familiar with Lite-C I tried to convert your golf sample from the old code to lite-c. This mainly works, but I have one huge problem left and actually I do not even know where to start looking for a solution:
When I run the new lite-c code with your (A6)-compiled levels the sample runs fast and smooth, even with "cheap" hardware like the GM onboard chips.
However when recompiling the level as a A7 map, the framerate drops dramatically and the sample is actually unplayable on the aforementioned GM chip.
After simply recompiling the level as A7 I noticed some very obvious differences, especially the level was completely dark until I placed a light source. I guess there are a lot more differences, that need consideration, but for a beginner it is really hard to find these out. On the other hand it is almost impossible to learn about 3DGS without looking at the many samples.
Both the A6 version and the A7 version are here, in case you (or anybody else) would like to take a look and probably have some advice for me, how to solve this:
Golf (A6)
Golf (A7)
I am using the latest 7.10 as Extra version.
Perhaps, the reuse of old A6 levels would also be a valuable feature in one of the coming AUM issues?

Many thanks for your help!
Stefan

Last edited by DryWater; 09/07/08 13:04.
Re: Older AUM code - converting to A7 [Re: DryWater] #226142
09/08/08 07:57
09/08/08 07:57
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline

Expert
George  Offline

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
I have tested both projects and both of them run fine on my computers. However, if you examine the debugging panels (press F11 after running the level) you will notice that the A7 level has more polygons, which explains why it runs slower on your laptop.

The solution is simple: create the level from scratch using A7's Wed and keep an eye on the polygon count. Don't subtract the holes from the ground, as I did (this increases the number of rendered polygons a lot) - try to create the levels out of models.

Re: Older AUM code - converting to A7 [Re: George] #226162
09/08/08 09:50
09/08/08 09:50
Joined: Jun 2008
Posts: 11
D
DryWater Offline OP
Newbie
DryWater  Offline OP
Newbie
D

Joined: Jun 2008
Posts: 11
Hi George,

many thanks for your hint. I will try to rebuild the level. The two versions indeed run fine with a proper 3D chip. I should have rendered this more clearly in my post.

I just couldn't figure out why your A6 version runs fine even on a GM chip and the A7 version is so slow. It would be very interesting to know what I had to consider when trying to build a game that runs even on low end hardware (besides the hints in the manual).

Thanks a lot for your help (ans of course thanks for the great AUM magazine)
Stefan

Re: Older AUM code - converting to A7 [Re: DryWater] #226217
09/08/08 15:27
09/08/08 15:27
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline

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George  Offline

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
You are welcome. Make sure that you can see as few details as possible at any time - that's the main hint.


Moderated by  George 

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