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Bug Reports / Add limbs causing entire object to be reconstructed

Author
Message
Zealous
19
Years of Service
User Offline
Joined: 13th Sep 2004
Location: Colorado Springs
Posted: 7th Dec 2005 22:30
In short, whenever you add a limb to a object, the entire object seems to get reconstructed or manipulated in some way. I came to this conclusion after noticing how slow the add limb command gets the more and more limbs you add. I was always under the impression that the purpose of adding limbs in sequential order was to prevent just this, so only the NEW limb mesh would be added.

Check the source and see for yourself. Bug or not this needs to be fixed. Objects have too many limitations, we cant afford to have equal problems with limbs as well.

All you need is zeal
Zeal
21
Years of Service
User Offline
Joined: 10th Oct 2002
Location: Colorado Springs, CO
Posted: 9th Feb 2006 06:16 Edited at: 9th Feb 2006 06:49
HUGE issue, like ive said before, there are too many limitations with individual objects. Limbs are the only way to do a high 'object' count scene without a insane performance hit.

We just cant afford to have limitations like this with limbs.

All you need is zeal
Zeal
21
Years of Service
User Offline
Joined: 10th Oct 2002
Location: Colorado Springs, CO
Posted: 10th Feb 2006 23:52
Who CAN confirm anyway?

All you need is zeal
Zeal
21
Years of Service
User Offline
Joined: 10th Oct 2002
Location: Colorado Springs, CO
Posted: 14th Feb 2006 00:34
Anyone else have any insight on this issue?

All you need is zeal
Dave J
Retired Moderator
21
Years of Service
User Offline
Joined: 11th Feb 2003
Location: Secret Military Pub, Down Under
Posted: 17th Feb 2006 04:53
Tough one, not really a bug but definitely an issue. I'll confirm it anyway, though.

P.S. Mods and Staff can confirm, no one else.


"Computers are useless, they can only give you answers."
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 17th Feb 2006 05:42
Not convinced over the 'limbs rule, objects go home' argument. It is not recommended making any significant object construction code in your main game loop where performance is a factor. Yuo do not want your end users waiting around for stuff that could have been done during a pre-processing step, or suffering lag due to run-time building of matter that could have easily been done before the tight game loop. You have easily have thousands of objects without any significant penelty if the objects are loaded cleanly, managed effectively and released only when absolutely needed. Limb behaviour is not scheduled to be changed in order to maintain backwards legacy expectations.

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "

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