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DarkBASIC Professional Discussion / do models exist that act like bsp maps do

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Terabyte
23
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Joined: 28th Dec 2002
Location: UK
Posted: 16th Mar 2003 14:07
If write a game using bsps as the level chances are one of the reasons are that youve got a crap graphics card and you desperatly tying to the fps above 20. well theres nothing worse than designing a bsp map and having 15 dark matter models and your frame rate dropping right down to 6!
Im sure if these models didnt show hidden polgons like bsp maps do then frame rates would be much higher.
Now this is just a thought but the half life game uses mdl models is this because mdl models dont show hidden polygons. if not is there any type of model format out there that does this, because other than a low frame rate, my games would be fine.
basicly im looking for a format of models that hide polygons that are not visible like bsp maps do.
Any help? [img][/img]
I have a word of advice...
..don't piss on an electric fence!
Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 16th Mar 2003 14:41
There is no "format" of models which can deal with this - it is to do with DarkBASIC Pro's 3D engine.

I suppose the best answer is to automatically hide any objects that are not visible.

You could do this by moving an invisible object from the player towards the other model in a straight line. If it collides with the BSP before hitting the other model then hide the model because it is not visible.

Current Project: Retro Compo. Entry.
Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 16th Mar 2003 14:43
- I should think that Patch 4 may help with this.

15 DarkMATTER models are actually probably not the real problem - even DBP Patch 3.1 can handle this without problems. Post your source code and we might be able to help. Also, load up the debugger and using SLOW PROGRAM mode, follow the program through and see which part of your main program loop is the slowest.

Current Project: Retro Compo. Entry.
Necrym
23
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Joined: 4th Sep 2002
Location: Australia
Posted: 17th Mar 2003 12:35
Patch 5 and 6 will probably deal with MDL issues

Watch the bouncing cursor - now in 3d
Terabyte
23
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Joined: 28th Dec 2002
Location: UK
Posted: 17th Mar 2003 17:40
what mdl issues
?

I have a word of advice...
..don't piss on an electric fence!
Terabyte
23
Years of Service
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Joined: 28th Dec 2002
Location: UK
Posted: 17th Mar 2003 17:40
what mdl model issues
?

I have a word of advice...
..don't piss on an electric fence!
Terabyte
23
Years of Service
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Joined: 28th Dec 2002
Location: UK
Posted: 17th Mar 2003 17:41
sorry i pressed post and back at the same time and it prosted it twice
lol [img][/img]

I have a word of advice...
..don't piss on an electric fence!
Andy Igoe
23
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 18th Mar 2003 01:46
Not sure of any MDL issues either. With regards to your slowdown I have to say that is not the fault of DB. Dark Matter models are around 1000 polys each that makes 15,000. You can normally bank on 20k polys for objects and 20k polys for terrain and get good framerates (although personally I work to much lower numbers).

I suspect it is something to do with your level design.

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.

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