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Re: The kID
[Re: Sjoerd]
#33709
08/15/05 20:10
08/15/05 20:10
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Joined: Jul 2002
Posts: 5,181 Austria
Blattsalat
Senior Expert
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Senior Expert
Joined: Jul 2002
Posts: 5,181
Austria
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DEEEEEEEEEEEEEEEMMOOOOOOOOOOOOOOO wheeeeeeeeeeeeeen????????  no sleeping, no eating and no breathing allowed for you guys till you get out this demo!!!  Lokks really good, i like the details you add to the scenes (not sure though if lots of 2048/2048 skins are a that good idea) cheers
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Re: The kID
[Re: nunofontoura]
#33711
08/16/05 00:23
08/16/05 00:23
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
Expert
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Expert
Joined: Oct 2002
Posts: 2,256
Oz
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There is some other good news too, by splitting the level into smaller segments, the loading time has decreased immensely and also the FPS on my system is running a low of 50, average around 65, and a high around 95. I don't think 3DGS likes the all-model level much still, but we should be able to get the load time and FPS to acceptable levels with some work. The load time of the all-model level is my main concern at the moment. I think we have the FPS under control though.
Loco
Professional A8.30 Spoils of War - East Coast Games
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Re: The kID
[Re: Orange Brat]
#33713
08/16/05 02:20
08/16/05 02:20
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
Expert
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Expert
Joined: Oct 2002
Posts: 2,256
Oz
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I am considering taking the all-model level, creating a database from it that stores origin, model_file_name, etc, and then in the game, actually ent_create() the models the first time they are in certain range of the player. It's just a concept, but if it works, it would solve the long load time of all the many of hundreds of complex models at the same time during the intial level load. It's just an idea, and may not work if the game stalls creating the single models during gameplay. Hmmm.. probably won't work with checking vec_dist() every frame for all the possible models that could be created slowing the FPS down too much.  Anyone try something like this before and have it succeed or fail? Loco
Professional A8.30 Spoils of War - East Coast Games
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Re: The kID
[Re: Blattsalat]
#33715
08/16/05 03:20
08/16/05 03:20
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
Expert
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Expert
Joined: Oct 2002
Posts: 2,256
Oz
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Yeah, that's not a bad idea, depends if the FPS drop to do the vec_dist() checks on all the single possible models to create every frame is worse than stalls when creating small groups of models at the same time with less vec_dist() or trigger checks and adding real skins later. Hmmm... As a programmer I know which method I would hope is more efficient.  The first method is about 3 or 4 times less programming. Heh. Nice idea, I will have to think about that. Thanks.
Professional A8.30 Spoils of War - East Coast Games
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