darkely
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RE: Bitterwood Peak (RELEASE)
(04-29-2013, 10:13 PM)Streetboat Wrote: Well originally I had
(04-29-2013, 10:19 PM)Robosprog Wrote: You could just have made the static objects (walls etc) as one expobj file, and they would render as one object I believe, which could improve performance in that aspect? I may be wrong here though.
Well my system should be able to run it properly, but it doesn't... I can run other CS (including total conversions) without an issue.
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04-29-2013, 10:20 PM |
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Streetboat
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RE: Bitterwood Peak (RELEASE)
(04-29-2013, 10:19 PM)Robosprog Wrote: You could just have made the static objects (walls etc) as one expobj file, and they would render as one object I believe, which could improve performance in that aspect? I may be wrong here though.
Is this a thing? Does anyone know if this is true?
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04-29-2013, 10:20 PM |
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darkely
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RE: Bitterwood Peak (RELEASE)
(04-29-2013, 10:20 PM)Streetboat Wrote: (04-29-2013, 10:19 PM)Robosprog Wrote: You could just have made the static objects (walls etc) as one expobj file, and they would render as one object I believe, which could improve performance in that aspect? I may be wrong here though.
Is this a thing? Does anyone know if this is true?
My simple line of thought: if the game only has to load one file isn't that faster than loading many?
Of course I could be wrong.
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04-29-2013, 10:22 PM |
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WALP
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RE: Bitterwood Peak (RELEASE)
(04-29-2013, 10:19 PM)Robosprog Wrote: You could just have made the static objects (walls etc) as one expobj file, and they would render as one object I believe, which could improve performance in that aspect? I may be wrong here though. That is true, but you also gotta remember that if you combine all the objects then culling wont work properly. culling for those who dont know is in amnesia something that makes it so objects not on screen does not get rendered, but if you combine all the objects into one then it will render the entire thing at once if just one object is visible.
The advantage though is that it only has to do one render pass for the object rather then having to do it for every single one.
So its about finding the right balance.
If its not too much work then its definitely worth trying though, walls arent usally the things with the most tris so their combined effect on performance might be outweighted by the amount of passes they need.
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04-29-2013, 10:33 PM |
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Streetboat
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RE: Bitterwood Peak (RELEASE)
See, I thought expobj's were just for ease of moving stuff between levels. I use it when I need to move stuff between levels.
Is rendering handled differently with compounds, too? Or is that purely for grouping and ease of movement of assets?
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04-29-2013, 11:46 PM |
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PutraenusAlivius
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RE: Bitterwood Peak (RELEASE)
Hey, bro, can I borrow some of your ideas?
"Veni, vidi, vici."
"I came, I saw, I conquered."
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04-30-2013, 07:45 AM |
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Streetboat
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RE: Bitterwood Peak (RELEASE)
u srs bro
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04-30-2013, 07:49 AM |
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PutraenusAlivius
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RE: Bitterwood Peak (RELEASE)
(04-30-2013, 07:49 AM)Streetboat Wrote: u srs bro
yaeeesss. btw, its the glass roof
"Veni, vidi, vici."
"I came, I saw, I conquered."
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04-30-2013, 07:55 AM |
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Streetboat
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RE: Bitterwood Peak (RELEASE)
i don't own rights to the idea of sunroofs, but I just like how almost everyone's reaction to this story has been 'I WANT TO USE EVERYTHING HERE IN MY STORY' rather than just an appreciation of the unique style I tried to accomplish. Yano, things become less impressive the more redone they become. Can't something just exist by itself without being copied ad nauseum?
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04-30-2013, 08:03 AM |
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Nice
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RE: Bitterwood Peak (RELEASE)
halfway done (i think) with your CS and i must say.. Been an enjoyable experience so far Good job
Sorry but we cannot change your avatar as the new avatar you specified is too big. The maximum dimensions are 80x80 (width x height)
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04-30-2013, 12:59 PM |
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