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Your using 45000 polys at once with a toon shader and your frame rate at around 35 fps with a AMD1.6ghz, 512ram, geforce5200fx for Monster Mini Mayhem Spike ? LOL . Be serious man , you can make a game like that with no shaders and no more than 5000 polyz on screen at once , whats wrong with you ? a 1.6 ghz amd with 512 mb ram and geforce 5200 fx can play doom 3 at normal settings , I have a very similar comp , with 1.9ghz instead of 1.6 , and run ut2004 at 60 fps with mid detail , u mean to tell me your game actually consumes more recourses that the ones i mentioned above ? Thats what you call poor and sloppy development , why even use a toon shader for something where you cant even remotely tell it's being applied to ? The only reason to use high poly's and shaders is for high details , if your scene is going to be breathtaking , if it's not , then it's not worth it , you have to keep that in mind. Yes you can go up to 10000 polygons for a house , but you can also do it in under 100 , it is very dependant on what your doing , the house's purpose, your target pc , ect... It's so funny that just because everyone hears of all the high poly counts of current games people here think it's ok to just use 4000 polygons for a table or something , because the hardware can handle it , it's a very stupid and recource wastefull thing to do. Before deciding to use 100,000 polys visible at once , take a look at what a game that uses that many polys looks like , and if your game doesnt look as good , then your just being a jackass. Thats the reason gamestudio projects always look so horrid, and play like slow as [censored] , developers here seem to think making a 100 polygon model 3000 polygons will make it look better , and you end up with a clunk of [censored] that has a ton of ugly high polygon models , strange and pointless levels with bad geometry , lighting , and design , and hideous childish textures of up to 1024x1024 in size , oh and some shaders in there as well , for a game that looks horrendous , is pointless , requires a fast pc with a good video card , is an exact clone of another game (which is good , uses small but high quality textures efficiently , low polygon but high quality models , has good gameplay and is fun to play , can be played with mid quality settings on some pretty old computers) , and is a complete pile of [censored]. Jigga, you should be able to make that building with under 50 polygons and a 256x256 texture , or even a 128x128 texture , anything higher would be uncivilized.




learn to make smaller blocks...

anyway, yes i have 45000 polys and it runs fine. you know whats even more funny? its not sloppy development, it was hard work to get it there...

usually, i have a playermodel with 5000 polys. its not much, but it looks good from the perspective...

enemies have around 3000 polys... usually, there are like 20-30 enemies in the level. on screen, there are like 10 enemies max (depends on the level) so this gives us 35 000 polys already... then there are the enviromental stuffs and we easily get to 45 000 polys...

the reason why most A6 games look sloppy is simply because the creators have no idea, work sloppy or dont care, like i do. i just dont care about pretty graphics during development. graphics are the last thing i do (like in monsters, that gets a redesign NOW)...

so basically, your comment fades into the dust it ame from, and if you really want to make a stand and argue with me, then please start arguing with facts and knowledge, like so many others here.

and since my knowledge is little to zero, it cannot be THAT hard to beat me...

ps.: oh and about your way of working: please, tell us how long are you working on your project, do you even have a project and how does it look?