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FPSC Classic Product Chat / Best Practice for faster loading games.

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Dog
18
Years of Service
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Joined: 8th Dec 2005
Location:
Posted: 21st Dec 2005 19:50
Hello,

I thought it might be a good idea to start a thread where the community could post best practices for building faster loading games. This might help some as they build their games.

Just a thought!
Dog
Les Horribres
19
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 21st Dec 2005 22:46
Don't try to lessen load times, it makes levels look bad.

Altough putting no entitys and no lights results in fast loaders.

Anti-Noob Justice League, an ANJL of Mercy.
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Dog
18
Years of Service
User Offline
Joined: 8th Dec 2005
Location:
Posted: 22nd Dec 2005 03:30
Merranvo,

Question?

Could you have a faster loading game with less dynamic entities and still have a fun game? I thought it might help young game designers to thinks about what and how may entities they place in a map or level. I was hoping to get some guidance from some of the more seasoned FPS designers for us who are just getting started. Kind of set up a lessons learned thread.

Just a thought. If a person builds a kewl level, but know one can play it... then why build it?

I joined the community and stopped lurking because there were so many great opinions. I thought we could have a central deposit for all the lessons learned through trial and error. It could stop some of the repeated questions and avoid some new member from getting slammed for not searching the forums well enough.

Quote: "Altough putting no entitys and no lights results in fast loaders."


Is this equal for static vs. dynamic? Thanks for listening. Hope I haven't offended anyone.

Dog

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