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Re: A couple questions. [Re: Magus] #87321
08/25/06 02:38
08/25/06 02:38
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
Quote:

HI new here.
I remeber getting the 3D Game Studio as a gift a long time ago back in the A4 Enguine. I had no idea how to use it, but now I think I should try again. I noticed it was updated to A6 can anyone explain what is the difference like what did they fix and update exactly?
Also is there a sound editor so you can use a MIC to record files for a in game movie file or someting?




There are tons of changes. If I were you, I'd avoid using blocks and stick with model-only levels. I've run extensive tests and found that you can get over 50 times the detail with model-only levels than with blocks and still get above 60 fps. From all the extensive experiments I've run, on modern hardware, you can have 300,000 visible polygons and still get above 60 fps (and this is without LOD*). That, running at 1600x1200 resolution, is a 5x3-pixel space for each triangle, very tiny and the 32-bit color really gives clarity to the scene. Although I've had A6 for over 2 years now, I haven't worked much with 3D, but rather with 2D, but from what I've seen, mostly from running experiments, A6 is much more worthy than A4 is. I don't recall A4 much and I've never used nor really seen A5.

As to recording things, Gamestudio doesn't have a way of doing that. Use Audacity for this (freeware). Gamestudio can, however, write uncompressed WAV files, but you need to know the WAV file format. You can easily make an 8-bit mono-channel sine wave with Gamestudio. 16-bit and 24-bit will take an extra system to get it working right and stereo/multichannel is also possible. 32-bit floating point is not supported, unless you make a DLL or wait for Lite-C.

* LOD is "level of detail". Using LOD can help speed up rendering by using lower-poly versions of your entities when far and high-poly versions when close. This means a level of 131,072 quants diameter can all be in the view and still have more than 120 fps. The best results for speed, again from all those experiments I've run, is from 4000 to 5000 polygons per entity (or 10,000 "points"**), but from 3000 to 6000 is the best range for speed (6000 to 12000 "points").
** This system is not yet established and currently being worked on, but the more points something has, the slower the rendering is. Each entity adds about 400 points or so. By combining several low-poly entities (in a group especially such as trees in a forest) into a single entity, you can save "points" meaning faster rendering. An 11-vertex, 10-poly model may not seem like much (being 32 points), but it's counted as about 432 points. By combining 50 such entities into one, rather than 21,600 points, you'd use only 2000 points instead, rendering over ten times faster. Each vertex is 2 points and each face is 1 point. Textures seem to take a tiny fraction of a point. Modern mid-range computer systems can process about 800,000 "points" worth.


"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: A couple questions. [Re: ulillillia] #87322
08/25/06 03:28
08/25/06 03:28
Joined: Aug 2006
Posts: 52
M
Magus Offline OP
Junior Member
Magus  Offline OP
Junior Member
M

Joined: Aug 2006
Posts: 52
Sorry no idea what you just said. I mean I know some of it like FPS and stuff. But I really did not pay much attention to hardware specs I know the basics but I need help to learn the rest sadly.
Another question I have is the tutorial in A6 more user friendly than A4?

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