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Pickup objects #336803
08/06/10 12:49
08/06/10 12:49
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
Senior Member
Alan  Offline OP
Senior Member
A

Joined: Oct 2007
Posts: 306
Austria
Hi,

I'm currently working on a Jump'n'Run project. Many mechanics are already in place, so I'm starting to do the pickup-stuff now, you know, all the little items you want to collect, like the coins in Super Mario games.

So my question is: what can I do in order to keep the CPU resources every item needs as small as possible? To begin with, I did the following:

1) Use sprites instead of models as often as possible.
2) Set their UNLIT flag and apply the unlit material.

Can you do more to preserve CPU power and keep the framerate high, although there are 100 and more such items in the same world/map? I would also like to have animated sprites for pickups, but having an animation cycle going on for EACH ONE seems very power-consuming to me - is there an alternative?


Greets,


Alan

Re: Pickup objects [Re: Alan] #336828
08/06/10 14:29
08/06/10 14:29
Joined: Jul 2010
Posts: 127
Germany, Herford
Ditje Offline
Member
Ditje  Offline
Member

Joined: Jul 2010
Posts: 127
Germany, Herford
Hi

100 and more items shouldn´t decrease speed. It`s just 10% of possible.

I `ve got no own hint, but one from ratchet: Don`t create and remove ENTITIES. Just hide them and reuse them later.

Cheers

Ditje

Re: Pickup objects [Re: Ditje] #336837
08/06/10 14:56
08/06/10 14:56
Joined: Nov 2009
Posts: 89
Germany, NRW
T
TrackingKeks Offline
Junior Member
TrackingKeks  Offline
Junior Member
T

Joined: Nov 2009
Posts: 89
Germany, NRW
Yes Ditje is right: hide and show the new entities dynamical.
Then it shouldn't be a problem to handle 100 entities. Besides you don't need 100 animations. Only place the animation sprite new when the player picks an object up.

@Ditje
Quote:
100 and more items shouldn´t decrease speed. It`s just 10% of possible.


It is possible to handle more than 1000 entities...^^


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Re: Pickup objects [Re: TrackingKeks] #336840
08/06/10 15:20
08/06/10 15:20
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
Senior Member
Alan  Offline OP
Senior Member
A

Joined: Oct 2007
Posts: 306
Austria
Thanks for reply. What do you think which image format renders faster - TGA or PNG?

Re: Pickup objects [Re: Alan] #336842
08/06/10 15:32
08/06/10 15:32
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
Expert
Rei_Ayanami  Offline
Expert

Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
I would use PNG, cause there are small, and do not need an extra alpha channel(if you need one) - and from personal experience, i think they are better laugh


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