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DarkBASIC Professional Discussion / FPS and Collision: Pro is better?

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QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 26th Feb 2003 06:08
Does DBPro handle sliding collision faster than regular DB?

I have seen an example made by a DBP user with 35 collisions in 1 loop, which on DB classic eats the fps to less that 5. I have trouble maintaing a fps over 20 if there are more than 4 object collisions being checked at once.

He claims he experiences fps's of greater than 100 on DBP. Is it that DBP uses better sliding collision than regular DB? Because the code compiled and ran on both our machines, and my computer is decent to the point where there would not be that much of a difference. I dont have DBP and plan to get it very soon, but this is just something I am very curious about...

Does sliding collision kill fps in DBP the same as DB?
Darken the skies, we are God.
spooky
22
Years of Service
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Joined: 30th Aug 2002
Location: United Kingdom
Posted: 26th Feb 2003 12:05
'He' has a name of sonic, which is me!

I have reduced sliding collisions down a bit and my test world now has all sorts of objects scattered over it, from cubes to spheres to 'x' files and frame rate still not affected!

I can not be bothered to test similar collision stuff in db classic and so can not comment on whether collision stuff is faster in dbpro but I guess it is if you are still having speed problems.

Have you downloaded pro demo and tried your code?

Gronda, Gronda
Flashing Blade
22
Years of Service
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Joined: 19th Oct 2002
Location: United Kingdom
Posted: 26th Feb 2003 13:01
i don't know if DB has it but DBP does:
INTERSECT OBJECT
I found this well usefull for doing collision checks on bullets that needed to travel fast.
You give it X,Y,Z of your bullit, the X,Y,Z of where your bullit will end up, and the object no u checking if it hits. If no collision returns a zero - so your bullit can do next frame at full speed - if there is a collision it returns the distance from the bullit to the object.
rapscaLLion
22
Years of Service
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Joined: 29th Aug 2002
Location: Canada
Posted: 26th Feb 2003 14:38
I had trouble with DB's built in sliding collision, it totally ignored some objects sometimes. I would be sliding nicely over a few boxes, then I would fall through one. I tried to jump up the same way I came down and the box is solid again... Plus I could go straight through the side of most boxes as well... and these are only primative cubes made in DB

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 26th Feb 2003 22:05
rap, DB or DBP? I havent had any of those problems, and I hope thats not a bug of DBP that you're refering to

Darken the skies, we are God.
rapscaLLion
22
Years of Service
User Offline
Joined: 29th Aug 2002
Location: Canada
Posted: 26th Feb 2003 23:30
DBP unfortunately

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 27th Feb 2003 05:55
any other slants on this issue?

Darken the skies, we are God.

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