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Sergey K
22
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Joined: 4th Jan 2004
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Posted: 8th Feb 2012 21:30
hey guys, it looks like i havent been updated last few years about some dbp stuff..
anyone can explain me whats static object and whats the differentce between it and the normal object dark basic pro uses?

more 3d models .x/.obj and more foramts here:
[href]https://www.turbosquid.com/Search/Index.cfm?keyword=gogetax1&x=0&y=0[href]
basjak
16
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Joined: 16th Apr 2010
Location: feel like signing up for mars
Posted: 8th Feb 2012 22:37
static objects have the same physical features as dynamic objects but are not affected by gravity or any other forces. for example: floor, building, stairs etc....
Sergey K
22
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Posted: 9th Feb 2012 00:47
i see..
so basicly you cant set "object position" command on it?
and whys is that good?

more 3d models .x/.obj and more foramts here:
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Brendy boy
20
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Joined: 17th Jul 2005
Location: Croatia
Posted: 9th Feb 2012 01:13
Quote: "and whys is that good?"

if the position is constant ->less matrix multuplications to calculate world position ->better framerate

Chris Tate
DBPro Master
17
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Joined: 29th Aug 2008
Location: London, England
Posted: 9th Feb 2012 01:35 Edited at: 9th Feb 2012 01:36
With static objects, keep in mind that you ONLY get better frame rate when your levels are constructed to make use of the advantages of the static system itself.

You need to seperate large maps into blocks that the portal system can use for render optimization. If you shove 100 objects in one single open world view you may experience slower framerate than with dynamic objects, static objects cannot be hidden or excluded from rendering, but dynamic objects can. For open spaces use dynamic objects that you can cull or exclude in the distance, for closed spaces such as halls, alleys and rooms; static objects are best for performance.

Sergey K
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Posted: 9th Feb 2012 07:18
aha..I see. thanks you guys.. so u basically can't set the object position on it? but if u want to set the position first and then convert it to static object, is that possible?

more 3d models .x/.obj and more foramts here:
[href]https://www.turbosquid.com/Search/Index.cfm?keyword=gogetax1&x=0&y=0[href]
Chris Tate
DBPro Master
17
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Joined: 29th Aug 2008
Location: London, England
Posted: 9th Feb 2012 15:13 Edited at: 9th Feb 2012 15:22
After building the universe( Build Static Portals ), static objects cannot move. Place objects before calling Make Static Object. Note that you can save your work using Save Static Objects ( in conjunction with Load Static Objects ). You should use a 3D editor to build your level and then load it; set it to static and save that to be reused.

If your goal is to squeeze as much detail as possible into your maps; just keep a consistent polycount for each view of the map. For each location, if there will be many characters walking through that part, keep it low. If you stand somewhere and there are lots of moving objects, keep it low; if you have a multiplayer game and the area is likely to be highly populated, keep it low. Otherwise, keep adding nice looking detail but keep an eye on the primitive draw count ( Statistic(5) ) and the nearby polycount in view( Statistic(6) ), and use the following example to determine what type of objects to use where.

You have to perform scientific method to figure out what works best for your game. Consider this demo. When static objects in large quantity are created, in this scenario the FPS is more consistent than with the objects set to dynamic; BUT, when you face away from the objects, the FPS remains the same due to that consistency!

With the dynamic objects, they do not get updated when you face away from them (visually speaking). So they are better for things that you often turn your back to often (EG: Trees, flag poles, small rooms side by side that are never in full view, building blocks that are not always in view, small bridges, furniture, ladders etc.)

Dynamics can be hidden collision meshes or excluded visuals when away (or in the case of Dark Occlusion, hidden when out of sight; or with Dark Imposters, drawn to a simple plane when far away.) You also have the free command 'Add LOD To Object' for your detailed meshes, this will tell the engine to draw a particular mesh for an object depending on its distance from view; this is good for plantation and caves.

You will see that if you rem out the static rooms, the frame rate is better because only certain rooms are drawn in dynamic mode; but if you get a situation where all rooms are in view, static would have been better.

When you rem out the dynamic detail wall; you will see that the frame rate is better when they are in view as static objects. As dynamics the effect is opposite, the frame rate is worse when they are in view.

The program displays the statistics in the top left.


This stuff is too complicated in my opinion, because both systems have specific advantages in many different situations; but that's life...

MrValentine
AGK Backer
15
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 12th Feb 2012 23:36 Edited at: 13th Feb 2012 01:34
argh wish I wasnt so busy just tagging into this for now theres some real interesting debate in here... such as the universe command... whats that for? is it a native command?

in one day I have discovered both the load static object and its effects... now for more understanding...

EDIT

Bolded

Brendy boy
20
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Joined: 17th Jul 2005
Location: Croatia
Posted: 12th Feb 2012 23:52
Quote: "whats that for?"

it is used for portal culling (used in FPSC)

Quote: " is it a native command?"

yes

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