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Requirements. #67956
03/23/06 21:22
03/23/06 21:22
Joined: Apr 2005
Posts: 33
C
Cyrus Offline OP
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Cyrus  Offline OP
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Joined: Apr 2005
Posts: 33
I tried to search the forums for this topic, but didn't find anything. Does anyone know what the requirements for a game are? I mean, are they independent of the req for 3dgs, or is it that as long as a computer can run 3dgs, it meets any game made by its' requirements? After I publish my game, will it matter how detailed my models are or how complex the scripting is?

Cyrus


Cyrus.TurnInto OBJECT_CYRUS_DOLL, CyrusDoll DummyEffect CyrusDoll, Body, FIRE, TRUE CyrusDoll.SetScared TRUE CyrusDoll.RunTo CIRCLES TakeObjectFromHero OBJECT_DIGNITY Target.Kill Hero CYRUS, SLOW SetFlag PNWED, TRUE
Re: Requirements. [Re: Cyrus] #67957
03/23/06 21:42
03/23/06 21:42
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
Requirements are based on how detailed your game is. If your game has almost no detail, then 3DGS' minimum requirements are needed. If your game is heavy in detail (of which you should provide graphics options to turn down the level of detail), then the system requirements will be higher. Script complexity has little impact. The big fps-destroyers are level geometry and model vertices as well as complex shaders (of which should have less complex variations for compatibility reasons and graphics options). I've run 10000 lines' worth in scripting (mostly if statements) 64 times in one frame at 60 frames per second and it only takes 5 milliseconds to process.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Requirements. [Re: ulillillia] #67958
03/24/06 04:40
03/24/06 04:40
Joined: Apr 2005
Posts: 33
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Cyrus Offline OP
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Cyrus  Offline OP
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Joined: Apr 2005
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INCREDIBLE! Why in the world would you need to run that many so many times in one frame? and, how did you make it so it checks 64 times per frame? Erroneous questions, really. Thanks a bunch!

Cyrus
P.S: you dont have to answer f you dont want to.


Cyrus.TurnInto OBJECT_CYRUS_DOLL, CyrusDoll DummyEffect CyrusDoll, Body, FIRE, TRUE CyrusDoll.SetScared TRUE CyrusDoll.RunTo CIRCLES TakeObjectFromHero OBJECT_DIGNITY Target.Kill Hero CYRUS, SLOW SetFlag PNWED, TRUE
Re: Requirements. [Re: Cyrus] #67959
03/25/06 02:20
03/25/06 02:20
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
Try making a level that has a single 100-poly model with a 16x16 skin at 16-bit color, publish it, and run it in the slowest computer you can find that can run DX8 or DX9 (for DX8, you'll need 6.22). Even with, say, a 400 MHz processor, an 4 MB video card, 32 MB RAM, etc..

In my case, the reason for the 64 times of running is for the time control feature. I do, however, have a way to reduce it to just 2. The if statements mostly evaluate to false so instead of 10,000 lines processed, it's more around 3500 lines of code processed and I do happen to have some complex math formulas.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Requirements. [Re: ulillillia] #67960
03/25/06 06:41
03/25/06 06:41
Joined: Apr 2005
Posts: 33
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Cyrus Offline OP
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Cyrus  Offline OP
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Joined: Apr 2005
Posts: 33
Impressive. Thank you very much for your imput, you've been a great help.

Cyrus


Cyrus.TurnInto OBJECT_CYRUS_DOLL, CyrusDoll DummyEffect CyrusDoll, Body, FIRE, TRUE CyrusDoll.SetScared TRUE CyrusDoll.RunTo CIRCLES TakeObjectFromHero OBJECT_DIGNITY Target.Kill Hero CYRUS, SLOW SetFlag PNWED, TRUE

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