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DarkBASIC Professional Discussion / Models playing slowly?

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CumQuaT
AGK Master
16
Years of Service
User Offline
Joined: 28th Apr 2010
Location: Tasmania, Australia
Posted: 14th Nov 2011 10:41
Hi all,

I have periods in my game where the enemy models animate super slowly. Not sure why that is, exactly, as I'm using a common syncing routine, I never change their animation speed and there are no extraneous wait commands or other delays, yet sometimes in the game the monsters animate slowly and other times not. It only seems to be on bone-based animations as well... Never normal animations.

Any ideas, folks?

Malevolence: The Sword of Ahkranox
www.msoa-game.com
www.facebook.com/malevolencegame
revenant chaos
DBPro Master
19
Years of Service
User Offline
Joined: 21st Mar 2007
Location: Robbinsdale, MN
Posted: 14th Nov 2011 15:27
Are you using either play object or loop object? Those commands work through iteration and advance the animation frame each time sync is called. That means that the resulting speed is dependent on the framerate (Does it happen when the framerate drops?).
The only way around it that I have found is to use set object frame to write your own system for handling animations.
CumQuaT
AGK Master
16
Years of Service
User Offline
Joined: 28th Apr 2010
Location: Tasmania, Australia
Posted: 15th Nov 2011 00:06
Hmmm... I've been monitoring the FPS using SCREEN FPS() and it doesn't drop any more than normal. Seems to happen more with some models more than others...

Malevolence: The Sword of Ahkranox
www.msoa-game.com
www.facebook.com/malevolencegame
chafari
Valued Member
20
Years of Service
User Offline
Joined: 2nd May 2006
Location: Canary Islands
Posted: 15th Nov 2011 00:25
Try to load the one that was to slow and set global collision off to see what happens

Cheers.

I'm not a grumpy grandpa
WLGfx
18
Years of Service
User Offline
Joined: 1st Nov 2007
Location: NW United Kingdom
Posted: 15th Nov 2011 02:01 Edited at: 15th Nov 2011 02:04
This seems to be popping up quite regular with the play and loop object commands. Apparently you get a better frame rate if you just set the current frame yourself without using the built in play and loop stuff.

EDIT: What 'revenant chaos' said really...

After reading through some of the history on the forums relating to this. DBPro seems to calculate each frame from the beginning on each frame which isn't really necessary. So something to do with key frames or absolute frames does make the difference.

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!

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