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pugmartin
23
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Joined: 3rd Jan 2003
Location: United Kingdom
Posted: 2nd May 2003 01:07
Ive been reading a little about octrees and the like on the forum and was wondering if anyone thought that would be any use to me? Im wanting to make a game using the level edity thing(tm) im on making. At the mo, it`ll just spit out all the stuff used to create the level without any speed optimisation etc.

Be one big level, say a village, or rather a hamlet(!), as its gonna be a sorta old skool adventure in a new skool way, if that makes sense... And no, its not a cigar...

So, yeah, if anyone... can tell me a good... way to do this ...id be interested, or ... even if... they could tell... me about any other...way...in ...which... it could be... done...

(Sorry, dont know what came over me... cant possibly think what that was about or where i got it from!!!)
10 Rem Code goes here
pugmartin
23
Years of Service
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Joined: 3rd Jan 2003
Location: United Kingdom
Posted: 7th May 2003 01:39
Any one??!!

Octrees?

SpecTre1
23
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Joined: 24th Feb 2003
Location: United Kingdom
Posted: 7th May 2003 02:09
Octrees???

Wish I could help you m8

Sorry


New to DBPro comin from AMOS on the Amiga!
Andy Igoe
23
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 7th May 2003 05:44
Ignoring the word Octree for a moment, because I don't really understand any word that isn't in daily use of the un-cerebrally gifted, and looking more directly at your problem:

The most basic method of optimisation is to hide what is off-screen so the engine doesn't have to render it. Call this code every few frames for example:



Progressing further than this are various methods either of pre-generating what objects are visible at a given location such as in BSP.

Or there's the method I use in Terrascape, which is to group objects together and check whether the group is within visual range.

Even the simple code above could be optimised further by checking certain object number ranges at different frequences - based upon what objects are in those ranges and what you're doing with them.

Ultimately the method of optimisation that you use is very much dependant upon the games design - the type and quantity of objects. When you are optimising every last tenth out of your program every detail inter-relates with another.

Is it faster to use a .x saved plain or make one within DBPro and configure it's object settings manually? Once you've worked that out what ramifications does that have on the engine and the way the object is handled - must I adjust the collision code? Is that change now slower despite the original change being faster?

If programming the game itself along with all the special effects and artificial intelligence etc. is the day job of programming a game - then it is the optimisation that is the art.

There really is no hard factual method for saying this is the way to solve a given problem - the only answer is experimentation and through that your resulting experience of what works and what doesn't.

Optimisation is why I can load 500,000 objects into a single scene - and a new-comer gets slowdown when they load 300, it's not because i'm a particularly talented or a genius - but because i've experimented in DB long enough to have tried many different approaches to the same problems and seen which have worked best.

Sorry i've no better answer for you than that.

Pneumatic Dryll
pugmartin
23
Years of Service
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Joined: 3rd Jan 2003
Location: United Kingdom
Posted: 7th May 2003 21:01
Thanks Drillman. I actually tried your engine yesterday. Waited about fifteen minutes for it to initialise but no joy. How long does it take on average?

I was really looking forward to seeing it as it the screenies already ooze atmosphere in motionless form. Cant wait to see a finished game using it if done correctly.

Anyway, the only reason i was asking about octrees is i thought they`d probly be useful to what im doing. I know there are many methods of optimisation, just wanted to know a bit more about this method before trying it out. Was wondering if anyone knew of any places i could get more info.

Thanks for taking the time to reply though, and good luck with the engine. Looks excellent

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