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DarkBASIC Professional Discussion / Load an object over time, not instant?

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Qqite
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Posted: 24th Aug 2011 18:24
There was a DLL I stumbled across a long time ago where one could load an object over time, meaning the program will not pause while it loads.
The FPS falls, obviously, but it was a very nice DLL to have if you are makign a game where complex objects are being created and deleted a lot.

If someone knows what I'm talking about, super-mega-thanks to you!

Ventures of the worlds around us are limited only by our imagination.
basjak
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Posted: 24th Aug 2011 19:00
are you talking about dark imposters?

http://www.thegamecreators.com/?m=view_product&id=2293
IanM
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Posted: 24th Aug 2011 22:06
Or are you talking about my background-loading-to-memblock plug-in?

Now that you mention it, I wonder if I can get it to work with .dbo's ...

Qqite
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Posted: 25th Aug 2011 00:16
@IanM

I guess it could be possible. Is it part of your Matrix1 set? If not may I have the link?

Ventures of the worlds around us are limited only by our imagination.
IanM
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Quel
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Posted: 26th Aug 2011 19:24
I would rather recommend instancing or clonning them from a one time loaded main object...

-In.Dev.X: A unique heavy story based shoot'em ~35%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%
Fluffy Paul
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Posted: 28th Aug 2011 16:01
@Quel I think they're talking about loading the main object the first time it's needed.

Ending a sentence with a French word is so passé
Qqite
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Posted: 30th Aug 2011 05:26
Quote: "@Quel I think they're talking about loading the main object the first time it's needed."


Exactly, I have a LOT of media and loading all of it at the same time would be a waste of RAM. I'd like to load objects and delete objects on the fly without utterly stopping the program for a period of time.

Ventures of the worlds around us are limited only by our imagination.
basjak
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Posted: 31st Aug 2011 18:00
@IanM:

if I understand, the object vertex data "x1,y1,z1,x2,y2,z2,x3,y3,z3,U,V" are located straight after the object pointer?

or it is located in special global sharing buffer.
IanM
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Posted: 1st Sep 2011 15:20
Um... what?

The way to use the background loading for objects currently is to have your object saved in memblock format (object->mesh->memblock, then save the memblock to a file) and to use the background loading to load the file before recreating the object (memblock->mesh->object) - it's not great because all meshes are combined and there is no texturing (you have to apply it yourself). There's also nothing to stop you loading all of your textures in the same way.

When I get a spare few hours, I'll have a look to see if there's a betterand easier way to do this whole process that doesn't lose all of that information.

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