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New kind of entities #408188
09/27/12 03:33
09/27/12 03:33
Joined: Aug 2011
Posts: 58
Colombia/Bogotá
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wdakfenixx Offline OP
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wdakfenixx  Offline OP
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Colombia/Bogotá
I need to create a huge amount of entities, but i have to remove a lot of them at the same time, and that destroy the FPS.
Is it posible to declare a new kind of entity,"lighter", so when I remove them it wont be too laggy?


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Re: New kind of entities [Re: wdakfenixx] #408190
09/27/12 04:42
09/27/12 04:42
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
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Ch40zzC0d3r  Offline
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What are you doing with them?
You could use particles with lifespan laugh

Re: New kind of entities [Re: Ch40zzC0d3r] #408216
09/27/12 15:03
09/27/12 15:03
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Germany / Essen
The usual approach here is to cache the entities and recycle them, i.e. make unused entities invisible and passable and reuse them when new entities are required.


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Re: New kind of entities [Re: Uhrwerk] #408217
09/27/12 15:14
09/27/12 15:14
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
maybe this helps too (ent_preload):
http://www.conitec.net/beta/aent_preload.htm


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Re: New kind of entities [Re: sivan] #408230
09/27/12 19:07
09/27/12 19:07
Joined: Aug 2011
Posts: 58
Colombia/Bogotá
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wdakfenixx Offline OP
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do they still use the same memory space if they´re passable and invisible?,


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Re: New kind of entities [Re: wdakfenixx] #408231
09/27/12 19:30
09/27/12 19:30
Joined: Oct 2011
Posts: 1,082
Germany
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Ch40zzC0d3r Offline
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Ch40zzC0d3r  Offline
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All your c_trace functions will not loop through them for impact, also the renderer will not loop through them, this will save 80%of your memory wink

Re: New kind of entities [Re: Ch40zzC0d3r] #408236
09/27/12 20:42
09/27/12 20:42
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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it won't save 80% of memory, it wont even save 1%
setting passable and invisible just reduces collision and render speed
to get lesser memory usage, try to use Uhrwerks method
recycle the entities, don't create new ones


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Re: New kind of entities [Re: MasterQ32] #408253
09/28/12 08:03
09/28/12 08:03
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
and use enable_polycollision = 0; if 1 is not essential...


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Re: New kind of entities [Re: wdakfenixx] #408326
09/29/12 14:37
09/29/12 14:37
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
Originally Posted By: wdakfenixx
do they still use the same memory space if they´re passable and invisible?

I don't know what you mean by memory space. If you're talking about the address, yes, it remains the same of cause. PASSABLE and INVISIBLE are just two flags. They can't reallocate memory.


Always learn from history, to be sure you make the same mistakes again...
Re: New kind of entities [Re: Ch40zzC0d3r] #408342
09/29/12 20:29
09/29/12 20:29
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
yeah, and memory
Originally Posted By: Ch40zzC0d3r
All your c_trace functions will not loop through them for impact, also the renderer will not loop through them, this will save 80%of your memory wink

he wasnt talking about the amount of memory, hes talking about allocation address of the memory, as destroying, and creating memory sections is a slowish process. What your referring to is a savings in cpu processes.

still will help though laugh

Last edited by lostclimate; 09/29/12 20:30.
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