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Re: framerate optimization [Re: lostclimate] #267287
05/22/09 23:44
05/22/09 23:44
Joined: Apr 2009
Posts: 298
Southern Oceans
KiwiBoy Offline
Member
KiwiBoy  Offline
Member

Joined: Apr 2009
Posts: 298
Southern Oceans
Removal and recreation does work as I use it constantly and see for myself that it works smile It all depends on how you script your games really.
For instance, I have props appearing by ent_create when player is in range of the trigger mechanism and they are removed when out of range (but not yet purged)and happily return when player goes back.

The same can be done for AI if you take care to either shut it all down and maintain its current pos on restart or write text files and compute its likely position on second intervals or something in order to remerge it with the scene.

A lot games display rather well I thought.


Use the 'manual' Luke, the manual is your friend. 'Self reminder' smile

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Re: framerate optimization [Re: KiwiBoy] #267305
05/23/09 04:29
05/23/09 04:29
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
Quote:
Removal and recreation does work as I use it constantly and see for myself that it works smile


so how do you handle enitities moving around that are within the radius of usability?

Re: framerate optimization [Re: lostclimate] #267310
05/23/09 05:23
05/23/09 05:23
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
Serious User
darkinferno  Offline OP
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
Originally Posted By: lostclimate
Quote:
Removal and recreation does work as I use it constantly and see for myself that it works smile


so how do you handle enitities moving around that are within the radius of usability?


hopefullu he's reffering to smaller 'detail' objects such as grass and such

Re: framerate optimization [Re: darkinferno] #268162
05/27/09 18:21
05/27/09 18:21
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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DLively  Offline
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Joined: Apr 2005
Posts: 1,988
Canadian, Eh
you could have it so that (using an fps in mind), when the player, or the camera, is 180 dergres away from the objects, they are invisible.. that what I would do laugh


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