Gamestudio Links
Zorro Links
Newest Posts
Z9 getting Error 058
by jcl. 07/22/26 06:42
ZorroGPT
by TipmyPip. 07/21/26 17:54
New Zorro version 3.11
by jcl. 07/21/26 13:42
Lapsa's very own thread
by Lapsa. 07/18/26 13:40
Purchase A8 full licence version
by ukgamer. 07/17/26 05:52
AUM Magazine
Latest Screens
Dorifto samurai
Shadow 2
Rocker`s Revenge
Stug 3 Stormartillery
Who's Online Now
2 registered members (TipmyPip, madpower2000), 1,532 guests, and 18 spiders.
Key: Admin, Global Mod, Mod
Newest Members
riggi89, shuhari, KD1990, Ephraim, Student_64151
19223 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 3 1 2 3
Re: omg.. what do you think Dungeon keeper is working? [Re: ventilator] #279737
07/18/09 22:23
07/18/09 22:23
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
that is another solution, for level design ease in itself, it'd be good to have some bigger pieces anyways laugh

Re: omg.. what do you think Dungeon keeper is working? [Re: lostclimate] #279740
07/18/09 22:30
07/18/09 22:30
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
why? level design gets done with the pixels of an image.

i think grouping entities just would unnecessarily complicate things in this case.

Re: omg.. what do you think Dungeon keeper is working? [Re: ventilator] #279750
07/18/09 23:36
07/18/09 23:36
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
oh, didnt know, i was just going by some pics from his other projects and i thought they were placing cubic segments in the level editor. my bad.

Re: omg.. what do you think Dungeon keeper is working? [Re: lostclimate] #279752
07/18/09 23:50
07/18/09 23:50
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
Expert
Espér  Offline OP
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
the problem.. how to do a modelblock, wich contains 150x150 segments.. and how to dig parts out of it...
( i asked that some time ago , but no solution )...
I think that´s the major problem... all that blocks...

Last edited by Espér; 07/18/09 23:51.

Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: omg.. what do you think Dungeon keeper is working? [Re: Espér] #279755
07/19/09 00:27
07/19/09 00:27
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
you didnt read vents post at all?

Re: omg.. what do you think Dungeon keeper is working? [Re: lostclimate] #279782
07/19/09 08:55
07/19/09 08:55
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
I have the same fps drop here and was curious about it.

It is not the count of entities nor the shaders. It is YOUR fault.

In the file "blocking.c" you define the object actions like object_erde, object_fels or object_boden. The first two actions start with set(my,SHADOW);. Seriously, in the start map there is nothing digged into the ground, so why should they casts shadows?

Tip #1: if you wanna use stencil shadows, execute a function on each digging step which calculates which blocks are able to throw shadows and then turn their shadows on.

Second, in all three actions you have wait(1)-while's. Even worser, in object_erde and object_fels you always do

my.z = nullpunktvariable;

I removed the while's and ... TADA! My framerate is as hot as my coffee.. the reason is, that this simple .z alignment instructions forces the engine to update e.g. the ABT tree and all sorts of stuff. I guess, that your blocks won't move anytime in your level.

Tip #2: don't move entities when they should'nt!!!

Also:

Tip #3: when entities dont move, rotate or scale or do animation and stuff, enable their static flag (like Ventilator said before).

My personal favorite is the following:

Tip #4: DO NOT have one entity for EACH block. Even when you zoom out to a certain maximal distance, you won't see all blocks. Differentiate between the rendered level and the level in memory: make a datastructure that stores your map and move around only blocks which get invisible due to screen movement.

This is contradicting with Tip #2 and #3, but HELL, there are near 19.000 entities in your scene. If you reduce it to e.g. 20x20 = 400 blocks and you have to update only the borders, you will have the same representation and everything is fine.

You might ask "how am I supposed to let the NPCs act in this environement?" ... do not base your calculation up on the rendered scene but on your data-representation of your map.

Best regards,
Christian

Last edited by HeelX; 07/19/09 08:57.
Re: omg.. what do you think Dungeon keeper is working? [Re: HeelX] #279803
07/19/09 11:55
07/19/09 11:55
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
Many thanks for that tailored "tutorial" Heelix.
I havent been able to dig deep enough into Espers code
due to its complexity, and my lack of german.
im sure he'll thank you too.

This advise youve given, Im sure, will help me with similar processes
I have planned for future development in one of my projects too.

Again, many thanks wise one...


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: omg.. what do you think Dungeon keeper is working? [Re: EvilSOB] #279808
07/19/09 12:23
07/19/09 12:23
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
Expert

Joined: Oct 2004
Posts: 4,134
Netherlands
Those be great tips HeelX, thanks.


Click and join the 3dgs irc community!
Room: #3dgs
Re: omg.. what do you think Dungeon keeper is working? [Re: Joozey] #279889
07/19/09 20:51
07/19/09 20:51
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
Expert
Espér  Offline OP
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
thanks too..

But a question:

Is it enough ti set the models invisible?? because i can´t remove them if they are not on the screen. Cause: All monsters that work in the background, need to ask for those blocks...


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: omg.. what do you think Dungeon keeper is working? [Re: Espér] #279907
07/19/09 22:51
07/19/09 22:51
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
This should work, too.

Anyway, when you create an own datastructure for your map, your actors have actually access to the map data. You can for instance create a 2-dimensional pointer array with size M x N. Each pointer points to an instance of a block structure in which you could define the type (floor, wall,...), contents (nothing, gold, silver, water,...), texture type (solid rock, earth, ...) and other stuff.

In the end you have to test it out if it works for you in a hurry -- and in the long run.

Last edited by HeelX; 07/19/09 22:51.
Page 2 of 3 1 2 3

Moderated by  checkbutton, mk_1 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1