| We hope you enjoy your visit. You're currently viewing the Ultimate 3D Community as a guest. This means that you can only read posts, but can not create posts or topics by yourself. To be able to post you need to register. Then you can participate in the community active and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you are already a member please log in to your account to access all of our features: |
- Pages:
- 1
- 2
| Lots of Bots; Please, help my framerate! | |
|---|---|
| Tweet Topic Started: Nov 22 2012, 07:14 AM (715 Views) | |
| luenardi | Nov 28 2012, 01:19 PM Post #16 |
|
Cofee Machines Rock
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Luens ultimate guide to keeping u3d fast in GM. It's all about the objects keep them low in numbers. Textures are handled by the Gpu mostly... It's the cpu side that always suffers. |
![]() For your perception no. But my universe has no such limits. www.recall.co.nr | |
![]() |
|
| RonBurgundy | Nov 29 2012, 03:49 AM Post #17 |
|
Forum Borat
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Yup good advice. I've noticed changing the size of textures didn't do anything, so my vid card can handle good textures. Right now, I'am taking out the ellipsoids and doing directional ray checking instead(Seems to help FPS). My first idea was to do a ray that span around and do kind of a collision circle thing instead with it(Surprisingly a failure! ). |
| !!! DEFEND POP PUNK !!! | |
![]() |
|
| luenardi | Nov 29 2012, 10:30 AM Post #18 |
|
Cofee Machines Rock
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
In ceberon there is only one object loop. For cnt%= (0 to SpriteUend) "counts thru active sprites" DoAI "all commands only react apon a sprite that has the correct config. DoAnimation "only visible sprites" DoMovement "only visible sprites but obj pos is updated" DoCollChecks "only visible sprites or object has moved half a block or 16 steps" DoRaycheck "calls first object in buffer from render" DoScript "all commands only react apon a sprite that has the correct config. Next cnt% Many of these commands are highly optimized, threaded, timed, bypassed and hopped to be as fast a s possible. And even this cannot deter the madness. I tried this with GM it's always the same. GM cannot do big. With effort!!! GM and U3D can do psp and near ps2 style GFX "not bad actually" Limit yourself to using so much at all times during the game. Look at what parts of your code are eating and remove or optimize. If the code cannot be optimized and cannot be deleted "IT WAS NOT MEANT TO BE" Reconsider a different piece of code or game element. Edited by luenardi, Nov 29 2012, 10:52 AM.
|
![]() For your perception no. But my universe has no such limits. www.recall.co.nr | |
![]() |
|
| RonBurgundy | Nov 29 2012, 11:35 AM Post #19 |
|
Forum Borat
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Thanks Luen and everybody. Gave me a lot to think about. My goal was to have a maximum of 5 bots at a time. Its GM's fault not my hardware's necissarily. Time to comb over the code in all objects to try and squeeze a frame or two out here and there. Thanks again for all the ideas guyzzz! EDIT: Got my new 1gb ram today and it helped a lot. Framerate is much better. Still may consider changing the AI code from GML to a DLL. Edited by RonBurgundy, Dec 6 2012, 04:08 AM.
|
| !!! DEFEND POP PUNK !!! | |
![]() |
|
| « Previous Topic · Questions about Ultimate 3D · Next Topic » |
- Pages:
- 1
- 2





![]](http://z1.ifrm.com/static/1/pip_r.png)




).
2:21 AM Jul 11