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DarkBASIC Professional Discussion / better precision and frame rate = little size or big size objects?

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Alduce
23
Years of Service
User Offline
Joined: 26th Oct 2002
Location: Rama spaceship
Posted: 3rd Nov 2012 13:13
Hi, I scaled all my object from original size to a smaller new size.
Now all objects have just a size of 33% compared to the old size.

(If one my object was 20 pixels long using old scale so now it's just 6,66 pixels)


Ok, now the question:

Talking about performances related to:
the precision of collisions,
DARK DYNAMIX physic,
frame rate
"good 3D programming method"..

..It's better to use little sizes or big sizes for our objects?
TheComet
18
Years of Service
User Offline
Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 3rd Nov 2012 13:25
Generally, you should try and match it to real world numbers. For example, I am 1.92m tall, so if I were to put a human in my game, I'd make him about 2 DBP Units tall. My house is about 15m tall, so if I were to use a house in my game, I'd try to make it about 15 DBP units tall.

Physics plugins generally rely on these dimensions, and it's much easier to compute gravity, mass etc. if you're already using correct dimensions.

Note that if you're using objects way too small, or way too big, you may exceed some data type limitations.

Quote: "frame rate"


It doesn't change the frame rate.

TheComet

- The codebase
Alduce
23
Years of Service
User Offline
Joined: 26th Oct 2002
Location: Rama spaceship
Posted: 3rd Nov 2012 13:38
mm interesting answer.
So we are in a situation of (so and so) 1 3D pixel for 1meter.

I scaled my objects already in that way and I was thinking was too little!.

Thank you!

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