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DarkBASIC Professional Discussion / Please i need some answers...

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Message
DRYAD
23
Years of Service
User Offline
Joined: 20th Dec 2002
Location: Greece
Posted: 3rd Apr 2003 22:58
First of all hello again...
Lets get to the point.
I created a world using .x format. i have perfect collisions and textures.
my whole world is 10.000 polygons and all my textures are in bmp format not larger than 256x256 i wave very very few textures in 512x512.
anyway i get 130-140 fps on my machine...(g-force 3 ultra deluxe asus,p4 1800,
512 rdram 400mhz,etc .) but when i tryit on a p3 500mhz with tnt 2 i get 30 fps.
i need to ask...there is a command > is this similar to pvs system? how can i write in dbpro a code to tell not to render geometry that is not visible exept bsp?
please make some sugestions of how to get maximum fps with at least 10.000 polygons on my scene.
Another think i need to ask is how can i make shadows???
i know bark basic can make shadows with some tricks.

thats all
thanks in advance
Fluffy Paul
23
Years of Service
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Joined: 16th Dec 2002
Location: United Kingdom
Posted: 4th Apr 2003 18:26
You could try fiddling with the CULL command.
Also some experimetation with occluders wouldn't go amiss.

Ending a sentence with a French word is so passé
Rob K
Retired Moderator
23
Years of Service
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 4th Apr 2003 18:35
"i need to ask...there is a command > is this similar to pvs system? how can i write in dbpro a code to tell not to render geometry that is not visible exept bsp?"

No, DBPro does not support built in occlusion currently, apart from on BSPs. I believe that DBP does do some checking to remove unnecessary objects from screen, but it doesn't have a full blown HSR set. If you want to, you can write your own occlusion routines. The only real option is to do this or convert X models into the BSP format.

Current Project: Retro Compo. Entry.
Rob K
Retired Moderator
23
Years of Service
User Offline
Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 4th Apr 2003 18:36
Oh and another thing, always use timer based commands if possible, that way there will be no difference in the speed of a game whether it runs at 30FPS or 200FPS.

Current Project: Retro Compo. Entry.
rapscaLLion
23
Years of Service
User Offline
Joined: 29th Aug 2002
Location: Canada
Posted: 4th Apr 2003 19:44 Edited at: 4th Apr 2003 19:51
Alright, my first piece of advice would be to split that world into smaller components! Then you can show/hide parts of it as needed.

IE:

If your world looks like this:

[EDIT] The room below got messed up by html
so imagine the dots as not being there!
________________
|............................|
|............................|
|............................|
|______________|

(A big room, just imagine there is stuff in it!)

You could split it into smaller sections like so:
________________
|___|___|___|__|
|___|___|___|__|
|___|___|___|__|
|___|___|___|__|

And then you can only show the ones that are in front of the camera.
If your world is BIG then try rendering only the piece the camera is in.

For something a little more complicated try this:

________________
|___|___|___|__|
|___|_*_|___|__|
|___|___|___|__|
|___|___|___|__|

Let's say the star is our camera. Find the direction that it's pointing,
let's say South-East.

We hide those pieces that aren't visible:
____________
|_*_|___|__|
|___|___|__|
|___|___|__|

We can use fog to obscure far away sections so we can hide those as well:
_________
|_*_|___|
|___|___|

And there you have it, only four out of the original 16 pieces
of the world are visible! So simple (In theory anyway)

Hope this helps, you'll have to figure out the logistics of course!

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors

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