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U3d is powerful!; Amazing!
Topic Started: Dec 25 2006, 09:49 PM (430 Views)
zelda4evr
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Forum God
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i am still using u3d v 1.31 because i have no idea how to use 2.0 i have read the whole documentation and i still don't know how to make a gun stay on the screen in 2.0, but in 1.31 i do.

so, the game i am making is a fps and you are stranded on an island. instead of a gun you see your hands, and right now there is one hand and it is 1400 pollies, no lag with that. and then i just made a new palm tree model that is 5900 pollies and no lag with that. put them both together and thats 7300 pollies still no lag with that. and then there is the level model that is about 2000 pollies, still no lag.

9300 pollies and there is still no lag. i get anywhere from 17-30 fps.
Specs:
Processor: Intel Celeron 1.1 GHz
Memory: 510 mb ram
Directx 9.0c
Display: 32 Mb video ram
Intel ® 828 10E Graphics Controller
I bought this computer 8 yrs ago too


i had no idea u3d was this powerfull, in gmd3d i put in 1024 pollies and i get 3 fps.

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Shinnoki
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Well, yes, it's a lot faster than GM's Direct3D... GM's 3D is almost unusable, I have played a game which was made in D3D and it only had about 10 meters of square blocks and one model made out of primitives and I had like 7-9 fps.
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Despellanion
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Yikes, a palm tree with 5900 polys :blink: I bet I could make a just as nice palm tree below 500 polys :P The code for keeping something in the view of the camera in U3D 2.0 is this:
Dr.Best
 
Code:
 
// You should use this directly before the call to MoveCamera() in the camera's end step event
with(<gun>){
 x=camera.x;
 y=camera.y;
 z=camera.z+camera.height;
 rotx=camera.rotx;
 roty=camera.roty;
 rotz=camera.rotz;
 Step();}

The minus before the camera.rotx has gone.
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zelda4evr
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ok thx ill try it.
and i didn't mean to make it that many pollies, i smoothed it once, and wanted to see how it would look smoothed twice and i accidentally saved it that way and if i reduce the pollys it looks horrible.

edit:
hmmm it still doesn't work, i can't see it on screen.

this is the code i use in v1.31
Code:
 

  with(fps_gun){
  x=camera.x;
  y=camera.y;
  z=camera.z+camera.height-0.5;
  rotx=camera.rotz; /*note is says rotx = rotz, that is the only way i could get it to               work.*/
  roty=camera.roty-90;
  rotz=camera.rotx; /* note again */
  Step();}
  MoveCamera();

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