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New way to load map
#439430
04/02/14 19:13
04/02/14 19:13
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Joined: Nov 2013
Posts: 47
SkullBoy99
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Newbie
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OP
Newbie
Joined: Nov 2013
Posts: 47
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Hey everybody,what do you think about a new way to load map? I talk about a new level editor ,too. My ideea is this: We work on a map in level editor.When we click Save,the editor will generate a file in text format,and with a script included in your project,all objects will be placed at x,y,z position. And I think with that ,our games will run more faster.
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Re: New way to load map
[Re: Aku_Aku]
#439449
04/03/14 04:33
04/03/14 04:33
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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Binary beats text 11 out of 10 times. What are you trying to achieve/speed up exactly?
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: New way to load map
[Re: WretchedSid]
#439453
04/03/14 07:10
04/03/14 07:10
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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I use text files for creating a level by loading entity data, using an optimized way by putting them into categories thus minimizing the stored information, and for some other settings like materials, shadows etc. you can check it, it is open source, but its speed is much slower than loading a wmb level, mainly because of the speed of ent_create, and the limitation of the number of running actions/functions per frame. maybe a binary solution would be slightly faster, but I use it because of better debugging possibilities. so I recommend to use a wmb as a basis of in-game usage, with some additional stuff for materials, and other extra entities which do not have place within the main wmb file, like some thousands of grass models...
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Re: New way to load map
[Re: Aku_Aku]
#439469
04/03/14 11:37
04/03/14 11:37
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Joined: Nov 2013
Posts: 47
SkullBoy99
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Newbie
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OP
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Joined: Nov 2013
Posts: 47
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The idea is good. I work on that since more than three years. Can you show us your work?
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