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Re: Doing it full 3D or 2.5D (crazy whining...)
[Re: JibbSmart]
#289054
09/10/09 08:42
09/10/09 08:42
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Joined: Aug 2005
Posts: 1,012 germany, dresden
ulf
Serious User
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Serious User
Joined: Aug 2005
Posts: 1,012
germany, dresden
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You may find this article http://isg.cs.tcd.ie/kavanl/papers/ppp-i3d08.pdf interesting, though it may not be the solution to your problem - it shows a very nice approach to solve a similar problem. It is about generating 2D representations of 3D models for animating large crowds without fps loss.
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Re: Doing it full 3D or 2.5D (crazy whining...)
[Re: ulf]
#289062
09/10/09 09:52
09/10/09 09:52
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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There are cheaper ways to have them avoid each other and just use c_move or c_trace for the razors
Yeah, even simple vertical non oriented cube or cylinder detection is really sufficient. And C_trace, C_move are really slow in 3DGS, if you can avoid sure you will boost a lot performance also.
Using sprites, yeah it ca be a really good option, if you can make at minimum 8 or more directions. The problem : when you play a 3D animation, what frame the 2D animation should start ? Also some game use only sprites rendered from 3D models , and it looks really good, parhaps you could go that way also ?
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Re: Doing it full 3D or 2.5D (crazy whining...)
[Re: darkinferno]
#289077
09/10/09 11:52
09/10/09 11:52
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Yes, they are not slow. In fact they're very fast for what they do. But if you don't actually need entities bumping into each other then there are faster ways to keep them from completely overlapping each other.
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: Doing it full 3D or 2.5D (crazy whining...)
[Re: JibbSmart]
#291791
09/28/09 00:53
09/28/09 00:53
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Joined: Oct 2002
Posts: 806
Zapan@work
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User
Joined: Oct 2002
Posts: 806
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We use several tricks to speed up our zombie game where many moving entites can be seen at the screen. There are 4 things wich can eat a lot of performence: * no LOD models: Create LOD stages if possible * ent_animate/blend, bones, vertex: Bone animation is much slower than vertex animation. The ent_animate function is also slow, so execute it only when the enemy is not clipped! * use a while loop for every entity: Use a big game loop to handle _every_ entity! This will also heavily speed up things! Besides that, you get a huge amount of control... * c_move, c_trace: We use "node-cells" in our game, so we can say each moving entity if it needs c_move (movement), or c_trace (detect the floor below) because everything is set in the cell properties. If we don't need a c_move or something like that we simple change the position with vector commands... * change entity scale: Do not change the entity scale_... values over several frames. Sprites are fine, but models will decrease the fps heavily... There are a lot more things which can help, perhaps we can open a "performence TIPS&TRICKS" wiki-page? 
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Re: Doing it full 3D or 2.5D (crazy whining...)
[Re: Zapan@work]
#291825
09/28/09 11:33
09/28/09 11:33
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Use a big game loop to handle _every_ entity! That's stunning: a single loop? I have to re-think my whole way of programming. * c_move, c_trace: We use "node-cells" in our game, so we can say each moving entity if it needs c_move (movement), or c_trace (detect the floor below) because everything is set in the cell properties. If we don't need a c_move or something like that we simple change the position with vector commands...
What are the "node-cells"? Is this a grid of rooms within the level? BTW, thanks for your insights!
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