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Yskonyn
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Posted: 25th Feb 2003 13:03
Hi all,

Not that I want to whine about the patch or anything, but wasn't the deadline published for a january release?
It's almost march now. I do hear some rumours about beta patches being released, but can we get an update on the final release?
Yskonyn -
"It's better to wish down here you were up, then to wish up there you were down."
"The ONLY time you have too much fuel on board is when you are on fire."
Richard Davey
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Posted: 25th Feb 2003 13:06
"but wasn't the deadline published for a january release?"

Nope. We've always said it'd be a Q1 release. Patch4 went into Beta3 last Friday, there will be one more beta release and then final. So it's a matter of a couple of weeks at the most.

Cheers,

rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Rob K
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Posted: 25th Feb 2003 13:43
Originally Beta 2 was meant to be the final release but I guess that there were still quite a few issues to overcome.

NOBODY has a forum name as stupid as Darth Shader. I do.
IanM
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Posted: 25th Feb 2003 14:19
Well it *is* a complete rewrite of the 3D engine. I'm actually impressed that they have got it all together so quickly.

The only mistake they made was in giving an overly optimistic indication of a release date.

But now it's official - It will be released when it's ready!
Richard Davey
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Posted: 25th Feb 2003 15:00
"The only mistake they made was in giving an overly optimistic indication of a release date."

It's all heresay I tell you!

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Rob K
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Posted: 25th Feb 2003 15:17
"It's all heresay I tell you!"

Oh no its not - Lee personally gave me an overly optimistic indication of a release date - but then being a marketing guy cover-up is your trade - eh Rich?

NOBODY has a forum name as stupid as Darth Shader. I do.
Richard Davey
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Posted: 25th Feb 2003 15:22
Someone needs their irony button switched on.

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
sparrow
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Posted: 25th Feb 2003 17:27
*kicks darth*

oh the irony!

A Fallen Angel,
Amidst Blackened Feathered Wings,
I Find Winter's Rest.
Rob K
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Posted: 25th Feb 2003 19:55
"Someone needs their irony button switched on."

>> But I wanted to emphasise the point you made - seriously

NOBODY has a forum name as stupid as Darth Shader. I do.
Richard Davey
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Posted: 25th Feb 2003 20:11
Pah.. whatever! and since when did I take over Ricks role in marketing at DBS??!

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
rapscaLLion
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Posted: 25th Feb 2003 23:18
lol, it's Rick who does that. Anyway, maybe there never was an official release date, but many times we heard end of December/Early 2003 (from forums and the official DB newsletter), then end of January, then nothing. It may not be official, but most people take release dates as official. Kinda stupid, because I don't think DB has made one release date... it's always been pushed back

Personally, I really want to compile my game under patch 4, but it has to be done end of this month so I guess my lucks out

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Rob K
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Posted: 26th Feb 2003 00:35
"Ricks role in marketing at DBS??!"

I presume you wrote the text on the website... right?

NOBODY has a forum name as stupid as Darth Shader. I do.
Kangaroo2
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Posted: 26th Feb 2003 00:56
Ok I wanted to start a thread but I h8 reams of Patch 4 threads so I'll put it here. Someone who has actually used Beta 2 please answer me as It'll shape how I develop my current project!

1. Are you SURE Patch 3 code will work on Patch 4? I'm only using x models, bmps and mp3 files btw
2. At the moment over 1000 objects slows the frame rate down to a halt on my system I would ideally need to use closer to 100,000 at a time for my rather ambitious project They would all be very ver low poly, less than 30 each - REALISTICALLY Will this be possible at a good frame rate in Patch 4? And will I b able to use Patch 4 to compile my code DEFINITELY before April?

I'll appreciate honest answers even if they aren't what I want to hear. Many thanks

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
lcfcfan
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Posted: 26th Feb 2003 00:58
wots the rush with patch 4 if they take a bit more time we will have better results when it does arrive than if they get it out as quickly as possible they can maybe iron a few more bugs out.

Sweet
Rob K
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Posted: 26th Feb 2003 02:06
I'm with Icfcfan on that.

NOBODY has a forum name as stupid as Darth Shader. I do.
QuothTheRaven
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Posted: 26th Feb 2003 02:06
is it true that patch 4 will turn a 20 fps game into a 300 fps game? someone posted that a while back...

Darken the skies, we are God.
Easily Confused
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Posted: 26th Feb 2003 02:11
15 times faster!? (scratches head) Is that possible?
I have doubts about that.

Programming anything is an art, and you can't rush art.
Unless your name is Bob Ross, then you can do it in thirty minutes.
ZomBfied
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Posted: 26th Feb 2003 02:56
I'll just be happy when it works as fast as db1 with lots of objects.

Shadow Robert
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Posted: 26th Feb 2003 03:28
from what i keep hearing patch 4.3 is as good as release ready ... there are one or two minor bugs to sort out apparently but as good as done.
(most of these bugs only appeared in the 4.3 not the 4.2 from what i heard too)

perhaps there is not rush as such, but we're oftenly told one date for a patch for it to be pushed back a month or two - think perhaps we need the PR guys (which would be Rich and Rick, althought i've not seen Rick post here in bloody ages) to keep these wild release dates, even if they are ment as vague guesses to something a little more realistic

Rich you've kinda become the PR guy because you run the official forums - your always here to make the excuses for the team and such ... you've been far more active within the public than Rick has been. Like it or not, its kinda part of your job now

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Rodro
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Posted: 26th Feb 2003 03:59
I'm sure Rich loves being told what he does and what his job is. Funny tho, I see no talk about pay... Sounds like Raven will be giving you your review this year.

The sky won't snow and the sun won't shine........
rapscaLLion
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Posted: 26th Feb 2003 05:15
Kangaroo2: Jesus! Thats a TON of objects... You could manage them efficiently though, I hope your using some type of viz calculations... Without them I wouldn't expect ANY engine to be able to handle that with decent FPS...

lcfcfan : The "rush" is I have deadlines I have to meet, I can't wait for Patch 4, and I can't afford DBDN.

Rich, and everyone else talking about marketing: I believe Rick is the official marketing/PR guy (correct me if I'm wrong) BUT Rich is FAR more involved in the community, and therefore everyone sees Rich as a PR man, taking his word as being the law, which it isn't. I think he's doing a FAR better job at PR than Rick is... it may be different in the DBDN but we shouldn't have to pay for simple PR should we?

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Shadow Robert
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Posted: 26th Feb 2003 08:40
hehee... i have to do some yearly reveiws of employees soon actually - ack i've never done them before

how do i justify that my entire team is worth the $480,000 budget??
you know i do oftenly wonder... how much do you guys get paid - i mean you think about it, you have
Mike, Lee, Rick, Rich, Guy & Malcom right?

i mean you remember when they offered that job as a 3D Artist before DarkMatter was released, it would've been interesting to know what kinda pay you're looking that there no?

cause i mean Jr's now start on £15-20,000 per anum, and with such a small staff surely they're earning way more than that.

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Richard Davey
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Posted: 26th Feb 2003 10:38
raps - "Anyway, maybe there never was an official release date, but many times we heard end of December/Early 2003 (from forums and the official DB newsletter)"

That would be the newsletter that says "Patch 4 will be released during first quarter 2003." would it? Geez people, please at least check your claims before you make them!

Darth - "I presume you wrote the text on the website... right?"

Rick wrote most of it (on both the DBP and DB sites) and your presumption is your continuous problem - your constant barrage of pot shots in my direction are pissing me off - give me one good reason why I should put up with it? You'd go mad if I did the same to you and cry foul! Bah... GTFU.

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
MrTAToad
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Posted: 26th Feb 2003 11:10
As a side note, can Patch 4 do proper multi-texturing ? In addition, can I use Cinema 4D's Generate Mesh option without DBPro crashing ?

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Richard Davey
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Posted: 26th Feb 2003 11:24
The texturing commands have not changed. Send me a C4D mesh and I'll tell you if it loads or not.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
MrTAToad
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Posted: 26th Feb 2003 11:45
Okay...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Shadow Robert
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Posted: 26th Feb 2003 12:00
well the whole mess up behind my whole misconception was that right after reading those interveiws that DBS did, i looked down on dbproplanet.com and saw
"next patch - 4"
"released - Sunday"

so i kinda got the wrong idea, it was just that Insider was too lazy to change the release when he changed the patch number

Lee did say that Patch was was aimed at just after Christmas admitidly ... HOWEVER
that was before they changed Patch4 from a minor update, to the engine rebuild. Because if you remember back Patch 3 was screamed for - so Lee got it out before the end of November in a current state without proper testing ... and what was to be Patch 4, ended up being 3.1 because the fixxes in it were so small.

So rather than working on the new pipeline and engine in patch5 along with the BSP, they turned around and said the new pipeline will be patch4 and the enhancements and fixxes to the 3D will be in patch5

2months for a completely new engine is just outstanding (^_^) and do hope they'll release soon

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Richard Davey
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Posted: 26th Feb 2003 13:04
The mess-up wasn't your fault Raven, you did originally say that - but I've posted the truth countless times since then and people just seem to ignore it!

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
rapscaLLion
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Posted: 26th Feb 2003 14:35
"raps - "Anyway, maybe there never was an official release date, but many times we heard end of December/Early 2003 (from forums and the official DB newsletter)""

"That would be the newsletter that says "Patch 4 will be released during first quarter 2003." would it? Geez people, please at least check your claims before you make them!"

hmm... NO! I am talking about the official DB Newsletter, sent out on the 26th of November, 2002. It says:

"They are now working on Patch 4 which will bring an amazing increase in speed with the advent of the new DBO format and new rendering engine. The team are aiming for a Christmas release of this patch."

I realize it isnothing official, it's just speculation, but what I'm saying is many people take this as the law, written in stone. Now I could turn around and say: Jeez, why don't you check your own claim first, but that would be rude and uncalled for.

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Rob K
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Posted: 26th Feb 2003 14:37
"give me one good reason why I should put up with it? "

You shouldn't.

NOBODY has a forum name as stupid as Darth Shader. I do.
rapscaLLion
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Posted: 26th Feb 2003 14:48
Well... it is a reasonable assumption that you wrote the text on the webpage, because you are the webmaster. I' not on anyones side here, just saying I would presume that too...

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Kangaroo2
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Posted: 26th Feb 2003 23:59
Lol Ok by your failure to answer my questions I guess the answer isn't good Rich?

Oh well I tht as much there are ways around it.

And @ Raps lmao yeah If you could see the code on paper you'd be like "Woah that'd be cool but no way is it possible!"

Like I said I can work around it

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
Digital Awakening
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Posted: 27th Feb 2003 00:57
I got beta 4 from Lee like 2 days ago and I hade no bugs at all. Beta 3 had a bug with ambient light not affecting objects without textures or something.

The matrix tile glitches are still in patch 4, to avoid the lines between the tiles the filtering must be turned off (flag set to 1).

Since patch 3 I had to problems. Patch 4 doesn't like my binary X objects, I had to save them all as text instead. The matrix tiles are rotated back 180 degrees.

TML is looking great and I guess the patch will be out really soon but that's my guess.

[b]Digital Awakening
Game in developement: 3D RPG - The Magic Land
Visit DigAw.com for more info and shots
Shadow Robert
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Posted: 27th Feb 2003 02:22
as long as we get the pointers in the TPF with the DBO format and a small howto create an instance for it (if it isn't like a function we can use which would be cool)
then i think the Binary X is a very minor problem.
I wonder if the Matrix are still DirectX Matrix or if they're now DBO too

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Kangaroo2
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Posted: 27th Feb 2003 02:23
Hehe I stand corrected some1 just sent am an application I made with very very many object at once in Patch 4.3 and the frame rate is impressive. 3fps in Patch 3.1, 218fps in Patch 4.3 Kudos!

However they did note that ghosting a matrix doesn't work and more improtantly, you can't load non-textured x files without it crashing on running the compiled exe. Thats simple to work around but I guess they'll fix it soon (if not already) anyway

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
Richard Davey
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Posted: 27th Feb 2003 03:13
Kanga -

"1. Are you SURE Patch 3 code will work on Patch 4? I'm only using x models, bmps and mp3 files btw."

Never assume this. A good example - in patch 3 all objects have their transparency property turned on by default. Lee has fixed this for P4 so this isn't the case - but you might have not even noticed it. So where before say you had a PNG file as a texture on an object you wouldn't need to turn the transparency on, now you will. Mostly the code will work, but you might find that you coded around something you don't need to any longer.

"2. At the moment over 1000 objects slows the frame rate down to a halt on my system I would ideally need to use closer to 100,000 at a time for my rather ambitious project"

I just ran a test for you. The code is below - it's pretty simple, nothing special, but two important things came to light. First of all - DBPro 3.1 got to about 5000 objects being created and I got fed-up of waiting! It was taking on average 60-90 seconds per 1000 objects. I never even got to the point of seeing the frame rate, but I would imagine it would be under 1 fps.

DBPro Patch4b3 completed the object creation code extremely quickly and the program ran at a solid 49 fps no matter where in the scene I moved.



Now that's with 10,000 cubes (which is 120,000 polygons) spread over a 1000x1000 area with a camera range of 250. I have no doubts that I could increase the object count if I increased the area size and perhaps decreased the camera range.

For a test I upped the object count to 25,000 and despite taking just over 5 minutes to do nothing but create the objects, the program still ran at a respectable 30 fps on average. That's 300,000 polygons.

Out of pure curiosity I tested similar code in Blitz 3D. I again set the camera range to 250, used the same grid space and object count but wrote my own very simple keyboard routine for the main loop (as you would need to do in DB).

The code is here:



The results? Well for a start the object (entity) creation was a lot faster but then you could speed it up in DB by disabling the 3D backdrop until you're ready.

With 1000 cubes it was superb - fast, responsive, instant. With 5000 cubes the result was similar although you could being to see it struggle a little. With 10,000 cubes the story was very different. The frame rate varied depending on the number of cubes in the viewport quite a bit, everything ran a lot faster than DB could handle it, but a lot slower than DBPro was showing. The program itself was unresponsive and it took an awful long time to manage to quit out of it and for it to close down. With 20,000 objects it was massively lagging now, too unplayable for a game and it wouldn't close down at all and had to be "end tasked" from the task manager of XP.

Back in DBPro I did try 100,000 objects but got fed-up waiting for the creation process to finish (I reckon it would take nearly 20 minutes!). If you truly need this many objects in your game then Patch4 won't be the answer to your prayers - but please, show me a language that is!

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Kangaroo2
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Posted: 27th Feb 2003 03:21
Thanks Rich thats what I wanted to know
5,000 - 10,000 will be just fine, I can stick some of them together lmao. The demo I was sent was quite impressive, although it seems to take a much larger hit with Screen Res.

My demo in Patch 3.1 320x240x16 = around 200fps
My demo in Patch 3.1 1024x768x16 = around 100fps
My demo in Patch 4.3 320x240x16 = around 350fps
My demo in Patch 4.3 1024x768x16 = around 50fps

However personally I don't mind this trade-off too much

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
Shadow Robert
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Posted: 27th Feb 2003 03:21
i thought you could only have 65,355 object max?

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Richard Davey
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Posted: 27th Feb 2003 03:30
Nah, that's a DB Classic limitation left over from the compiler using WORDs to store object numbers, etc. In DBPro it's all DWORDs (image max, object max ...) which is, what, 4.2 billion maximum? Something pretty large anyway

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Shadow Robert
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Posted: 27th Feb 2003 03:33
i don't think anycard is getting close to the 4.2 million object range

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
rapscaLLion
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Posted: 27th Feb 2003 04:12
lol that's an obscene amount of objects
Anyway, imageine trying to code something for object # 2 billion one hundred and two!

Position Object 2000000102,Object Position X(2000000102),Object Position Y(2000000102) + 2,Object Position Z(2000000102)

ouch

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Shadow Robert
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Posted: 27th Feb 2003 07:21
don't be silly, you'd setup a range thing wouldn't you

so like world models 1,000 - 100,000
game enemy models 101,000 - 200,000
etc... and setup an auto allocation to next free
that way you never have to actually declare any object numbers, just plug'n'play really

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Rob K
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Posted: 27th Feb 2003 18:11
@Rich

Object creation is still fairly slow under P4 as you just demonstrated - (creating 1000 objects takes about 5 seconds on P4 Beta 1 but then it starts to slow down exponentially)

On P4 Beta 1 I have a fairly major problem with scaled objects, once the mid-point (ie. the reference point on the object used to position it etc.) had passed the camera (ie. it had a lower Z value) or shortly after then it was no longer drawn, even if part of it (due to the fact that I had Z scalled it up to 500%) should still have been visible. Do you know if this is fixed in Beta 4?

NOBODY has a forum name as stupid as Darth Shader. I do.
Richard Davey
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Posted: 27th Feb 2003 18:24
5 seconds? It takes me 203 milliseconds to create, texture and position 1000 objects.

It's not until you hit around 5000 objects that the creation process begins to lag. It does do so exponentially though.

What does it do re: scaling on Patch4 Beta3? (ignore beta1, that's old news now).

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Yskonyn
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Posted: 27th Feb 2003 21:11
Pfew, never thought my topic would have such an impact! Anyway I did honestly read somewhere that the patch would be a January release... Not sure now where then. No matter either, I was just wondering if I had read it wrong and it seems I did, so that's cleared then, hehe.
I am still developing my models and basic game engine, so I can wait for the patch anyway.

Thanks for the response Rich.

Yskonyn -
"It's better to wish down here you were up, then to wish up there you were down."
"The ONLY time you have too much fuel on board is when you are on fire."
EdzUp
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Posted: 27th Feb 2003 21:14
Rich: The above source ya put up gave me the following results:
DBPro 3.1 slows to a crawl after 1000 objects we are talking major slowdown and rapidly degrading performance.

Blitz3d 1.82 All objects created in 3 seconds and it runs at 14-15fps.

My system is a P3 1Ghz, 512Mb Ram, GeForce 2MX 400 64Mb so its no slouch.

As you can understand I am now awaiting the patch 4 to run the comparisons again and see what happens.

-EdzUp
Rob K
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Posted: 27th Feb 2003 21:27
"5 seconds? It takes me 203 milliseconds to create, texture and position 1000 objects."

Yes, my mistake sorry, I did something a bit stupid in my code. Yes, I get better results now (using your code)

NOBODY has a forum name as stupid as Darth Shader. I do.
Richard Davey
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Location: On the Jupiter Probe
Posted: 27th Feb 2003 21:40
EdzUp - If I'm right, you're a seasoned Blitz coder, yes? In which case can you verify that the Blitz code I posted above was the best possible way to achieve what I wanted (from a code point of view) so it was a fair comparison. The last thing I want is people breathing down my neck saying "you should have done it like this.. blah blah" but in everything I threw at them both P4 outdid it easily.

How do you get an FPS count out of blitz btw?

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
EdzUp
23
Years of Service
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Joined: 8th Sep 2002
Location: UK
Posted: 27th Feb 2003 21:59
Yup im a seasoned Blitzer but I started on DB

to get fps in Blitz you have to have add these globals:
Global fpstimer=0
Global oldfps=0
Global oldtimer$ = CurrentTime$()
;wait for next second to pass
Repeat
Until OldTimer$<>CurrentTime$()
Oldtimer$ = CurrentTime$()

and add this to the top of your main loop:
;update fpstimer
fpstimer = fpstimer +1
;if second has passed grab timer and reset it
If CurrentTime$()<>Oldtimer$
oldfps = fpstimer
OldTimer$ = CurrentTime$()
fpstimer=0
EndIf

The oldfps is the current fps.

The only thing I would say is the DB cubes are uncoloured maybe colouring them might add a difference to the frame rates, apart from that its the best way to do it in Blitz yes.

-EdzUp
Richard Davey
Retired Moderator
24
Years of Service
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Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 27th Feb 2003 22:06
The DB cubes were coloured - see the source in my original post.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming

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