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FPSC Classic Product Chat / Optimum performance?

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NightMage
17
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Joined: 12th Jan 2007
Location:
Posted: 15th Apr 2007 13:50
What options shall i use to make a game made in FPSC work on the weakest computer possible? One example would be no lightmaping, what about others?
vorconan
17
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Joined: 4th Nov 2006
Location: Wales
Posted: 15th Apr 2007 14:27
low texture quality, no shader effects, no dynamic lights, no automatic floor, least amount of enemies possible.

P.S. Lightmapping only takes a long time to build, it will run on any computer fine, but if you mean trying to build the game on the weakest computer possible then don't have it on.

evil lies within all of us...we just don't know it yet

www.freewebs.com/3dfpsc
tyrano man
17
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Joined: 26th Oct 2006
Location: Battle City - Kalspher :)
Posted: 15th Apr 2007 15:20
Quote: "Lightmapping only takes a long time to build, it will run on any computer fine"

Even static lights do still slow down games. Its not just a texture painted on the wall, cos if you go under it your gun turns the colour of the light
tyrano


1 hour Kalspher Demo soon to be released for public BETA!
Mr Makealotofsmoke
17
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Joined: 10th Dec 2006
Location: BillTown (Well Aust)
Posted: 15th Apr 2007 15:32
that is true


Mods, its 500x100, so you cant tell me its bigger than 600x120
vorconan
17
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Joined: 4th Nov 2006
Location: Wales
Posted: 15th Apr 2007 19:08
oh, i thought that was just dynamic lights

evil lies within all of us...we just don't know it yet

www.freewebs.com/3dfpsc
fallen one
18
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Joined: 7th Aug 2006
Location: My imagination!
Posted: 15th Apr 2007 22:08
Well I asked this myself, you ask a good question, optomizing is very important.

I asked how the engine works and if importing your own geometry would speed the engine. -

from my other post.
http://forum.thegamecreators.com/?m=forum_view&t=104258&b=21

how are the segments handled in fpsc are they meshes, like in say C4 engine, or are they bsp like in the Torque engine or the old quake games, if the segments are meshes, are they instanced to keep the level size down and keep the game fast, its an easy way to build levels with the segments, but I often think, wow all those segments, that's a lot of pieces, that's got to add up someplace, I played one fpsc game recently, it hung in places and the collision was odd, either that are the frames dropped, Im not sure, just wondering if there is another way of getting the basic level geometry in.

Id just like to import my own levels into it, If I have them made, why waste them, just import them in to fpsc, has anyone done this, is it possible? Is it efficient in performance.

So yes Id also like to know how we can make the game run faster and also keep file sizes small, people may want to download what you have made.

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