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Re: More than 1000 entities = death for a game? [Re: CdeathJD] #227970
09/17/08 03:59
09/17/08 03:59
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline
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Nidhogg  Offline
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This one works...

Exploding Box Demo

Sorry bout that, Forgot to change the c_setminmax(my) to
c_setminmax(my_box.model) in the new_sprite function..


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Re: More than 1000 entities = death for a game? [Re: CdeathJD] #228004
09/17/08 08:42
09/17/08 08:42
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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look in new_sprite, and replace the
wait(1);
c_setminmax(my);

with
wait(1);
c_setminmax(my_box.model);

that'll fixe the ENTIRY errors.

And ive got no framerate problems at all.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: More than 1000 entities = death for a game? [Re: Nidhogg] #228161
09/17/08 22:57
09/17/08 22:57
Joined: Aug 2008
Posts: 55
United Kingdom
CdeathJD Offline OP
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CdeathJD  Offline OP
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Joined: Aug 2008
Posts: 55
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Originally Posted By: Nidhogg
This one works...

Exploding Box Demo

Sorry bout that, Forgot to change the c_setminmax(my) to
c_setminmax(my_box.model) in the new_sprite function..


Thats kool thanks!

The thing is, these working examples only use about 100-300 sprites max, im looking at creating programs that will use about 10,000 and its slowing down if i use more than 500 at the minute!


I am a noob to this... Blitz3D is where i am best at!
Re: More than 1000 entities = death for a game? [Re: CdeathJD] #228187
09/18/08 05:07
09/18/08 05:07
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline
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Nidhogg  Offline
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That's where you need to to learn lod/fov etc. Only the entities within
a certain sight distance will activate.
If you get my drift. Or maybe store a certain amount in a pointer instead of reloading them.
example:
If (my-model == exploded)
{set(my-model,INVISIBLE);
vec_set(my-model,vector(x,y,x
}

I hope you can see what i'm getting at..



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Re: More than 1000 entities = death for a game? [Re: Nidhogg] #228248
09/18/08 11:29
09/18/08 11:29
Joined: Aug 2008
Posts: 55
United Kingdom
CdeathJD Offline OP
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CdeathJD  Offline OP
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I think so. It seems maybe that this isnt the right programming language for me if it cant handle the same amount of independantly moving particles that blitz3d can. I hate to sound like a fanboy, but i imagined that A7, being newer would be able to handle more. True, it can look a lot prettier than blitz, but doesnt seem to be the engine im looking for.

Physics were also on my list, as blitz doesn't actually have its own, but it seems the one in A7 is easily broken (or maybe thats just me being greedy).

Does anyone know of any programming languages that would be suited to my need because i honestly don't feel that A7 can do it!


I am a noob to this... Blitz3D is where i am best at!
Re: More than 1000 entities = death for a game? [Re: CdeathJD] #228255
09/18/08 11:52
09/18/08 11:52
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline
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Nidhogg  Offline
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Have you looked or asked in the physics forum to see how other users are doing theres. I wouldn't give up on lite-c yet, Oh yeah there is a plugin I believe
in there as well, called newtons physics, I see there are quite a few users
using it. I don't have a clue about physics so sorry I can't help you more..

As the saying goes, where theres a will theres a way smile..


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Re: More than 1000 entities = death for a game? [Re: Nidhogg] #228277
09/18/08 13:47
09/18/08 13:47
Joined: Aug 2008
Posts: 55
United Kingdom
CdeathJD Offline OP
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CdeathJD  Offline OP
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Well what i'm looking for is a language that would allow me to do something like this:

http://slcrinkle.googlepages.com/Waves.zip

except with better effects like real motion blur (instead of an alpha level on everything) and maybe shadows. I'm really not that fussed about physics!


I am a noob to this... Blitz3D is where i am best at!
Re: More than 1000 entities = death for a game? [Re: CdeathJD] #228284
09/18/08 14:45
09/18/08 14:45
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline
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Nidhogg  Offline
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Pretty much the same as this one..
100 lines contest demo form Acknex resource site & it's a screen saver..

You just have to learn and be patient. Each engine has it's
ups and downs. The good thing about GS is that all
based around the C language and theres pretty much nothing
it can do. It's like any engine. Try to cram to much into
one or two loops and naturaly it's going to die..

There are tricks a programmer can do to overcome lag just
got to have the know how, but you proberly know all this.


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Intel Dual Core CPU: E5200 @ 2.5GHz
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ASUS P5G41T-M LX
PCIE x16 GeForce GTS 450 1Gb
SB Audigy 4
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Re: More than 1000 entities = death for a game? [Re: Nidhogg] #228361
09/18/08 22:20
09/18/08 22:20
Joined: Aug 2008
Posts: 55
United Kingdom
CdeathJD Offline OP
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CdeathJD  Offline OP
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Joined: Aug 2008
Posts: 55
United Kingdom
Yeah i think i know WHY its going wrong but its seems to be that this is the only way to do what i want:

When the sprites are created they are all told to run the DO_SPRITE function, which stays open for the object untill its deleted. So with each new object another copy of the function is opened and this all takes up loads of memory till there are like 800 or so copies of the function running.

Sadly though it doesnt seem that theres any support for a loop run once each frame (through func_main), that would handle all the instructions updating all particles and removing unnecessary once in one go. This is the way i did it in blitz and im reasonably confident its the best way. Certainly the way its going in Lite-C is not the way forward!


I am a noob to this... Blitz3D is where i am best at!
Re: More than 1000 entities = death for a game? [Re: CdeathJD] #228425
09/19/08 12:54
09/19/08 12:54
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Yuo could do it that way, and it would save memory usage
by functions, but you'll probably lose it again somewhere
in the complexity, or in lookup tables storing pointers to
all your 'particles'.

IE when you create your 'physical' particles (a "box struct I believe),
create them WITHOUT an action/function in the entity, but
create a pointer in a global array of pointers to every object
you create.
Then you can put a loop 'inside' your main-function loop that goes
through the global array and updates/destroys/reacts each of your
objects as you see fit.
Is that waht you mean? Try to escape from object-oriented-programming?

If you are willing to re-post or even PM me your main.c code
I could probably within a day, recode it to what I mean.
That may be easier to trying to explain. But I'll answer
any questions as best I can if you prefer.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
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