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| Moving background; Help with how i can make my background move | |
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| Tweet Topic Started: Sep 19 2008, 01:12 AM (496 Views) | |
| Naz | Sep 19 2008, 01:12 AM Post #1 |
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Hi, i need a lil help with how i can make my background move, i.e making the background image go round making it look as though the clouds are moving... i ve seen it once before in someone's game just dont remember who... please help, thanks! ;-) |
| May 20th, 2016 | |
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| skarik | Sep 19 2008, 01:27 AM Post #2 |
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kitten eating scum
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2d or 3d? 2d, you can bother Andrew75 for that one example he made...and 3d, you can download either the fire and water demo or the tech demo and steal those cloudies. Yay cloudies. |
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| Andrew75 | Sep 19 2008, 02:24 AM Post #3 |
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Andrew75
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hey, I'm away from home for about 3 weeks, and i didn't bring any recorces with me,* Runs off crying*...... Anyways there is Skarik's multi layered scrolling texture shader, ( its just called Scrolling textures here...http://forum.ultimate3d.org/topic/7021736/2/?x=90#new) each layer can scroll in diffident directions and different speeds, and use transparencies. just correctly UV map whatever it is u want to apply the background on, than use that shader. basicly it can be used for old school paralex backgrounds. there's also another post i did quite awhile ago asking about scrolling texturemaps. (but there not multi layerd) |
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| Eansis | Sep 20 2008, 02:46 AM Post #4 |
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ghost
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Who needs shaders? What I like to do is create 2 or 3 low poly half-spheres, texture them as transparent PNGS so that near the top is a solid color, and rotate them using values like 2+random(.5) |
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| skarik | Sep 20 2008, 03:26 AM Post #5 |
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kitten eating scum
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(Which triples the polygon count, ding dong.) |
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| Naz | Sep 21 2008, 12:26 AM Post #6 |
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sssss... yeah shaders kinda wont work on my laptop... its a lil old school... 'Dzzzing' but anyways i think your idea is brilliant in my case... thanks dude! |
| May 20th, 2016 | |
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| Naz | Sep 21 2008, 08:11 AM Post #7 |
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Oh yeah, also... i ve noticed my game is becoming slow, my fps are going as low as 13... any hints on how i can boost the fps and whats the maximum fps that U3D for Game Maker can get.... SKNAHT (i.e THANKS) ;-) |
| May 20th, 2016 | |
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| skarik | Sep 21 2008, 05:02 PM Post #8 |
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kitten eating scum
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Max FPS on my Uber laptop is: 470. Max FPS on my Uber desktop that can run Crysis at normal settings: 500. Max FPS on my old desktop that doesn't support any shaders: 470. |
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| Andrew75 | Sep 21 2008, 07:05 PM Post #9 |
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Andrew75
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the best and easyest way to get more FPS is buy new hardware, actually the buy part may not be easy lol. |
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| Naz | Sep 23 2008, 10:05 PM Post #10 |
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Oh... hardware... yeah not so easy to get... lol... i dont kno much bout the mushy hardware stuff (just a simple lil girl :-() but last i remember playing fifa08 perfectly n pretty fast on my laptop. wouldnt this imply that my laptop is capable of producing better fps than 13 in my game and that the problem is just my poor programming?? Am sure you geniuses know some tricks... wanna share? sharing is caring you know.... ;-) |
| May 20th, 2016 | |
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| Reikyrr | Sep 23 2008, 10:34 PM Post #11 |
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Forum God
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just when you draw the fps do *20 you will get magnificent framerate. (ATI style!) see no need to buy new hardware.
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~Inspirational quote~ | |
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| Eansis | Sep 24 2008, 12:51 AM Post #12 |
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ghost
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xD actually there are too many tricks to share -low polygon count -frustrum culling -low light count -primitives are only faster than models depending on your computer -low bone count -reducing calls to collision events -multiple models in one object -defining arrays instead of many variables -using High Res Delta time -using C++ |
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| skarik | Sep 24 2008, 12:52 AM Post #13 |
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kitten eating scum
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Well, if FIFA works, then you have at least VS1.1 support. Otherwise, it wouldn't XD My trick that speeds up FPS by about 100: Don't call Step() unless you need to. If you peek in it, well, most people will probably be like, "WTF?!" Edit:
FALSE! I get same speed, dunno where you heard that. I mean, I can see the logic when looking at it from a memory location view, but it shouldn't matter unless your PC is about 10 years old. Edited by skarik, Sep 24 2008, 12:54 AM.
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| Eansis | Sep 24 2008, 12:59 AM Post #14 |
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ghost
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Even in C++? anyway isn't using geometry faster than using shaders for the sky? |
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| skarik | Sep 24 2008, 01:20 AM Post #15 |
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kitten eating scum
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1. Even in C++. I don't think the nanosecond it takes to get the address would make a difference. 2. If lighting is disabled, no. You just need to pass the vertex position and texture coordinate(s). Dividing current_time isn't much of a slowdown. |
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no need to buy new hardware.
2:48 AM Jul 11