| 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
| deactivating instance when too far | |
|---|---|
| Tweet Topic Started: Dec 12 2012, 11:32 PM (618 Views) | |
| MisuMen | Dec 15 2012, 04:01 AM Post #16 |
|
Advanced Member
![]() ![]() ![]() ![]() ![]()
|
I don't know if this helps bring more ideas, but in additional information about my game, its a large generated labyrinth with many walls that have bump mapping textures. Also the floors too. |
![]() |
|
| luenardi | Dec 15 2012, 03:09 PM Post #17 |
|
Cofee Machines Rock
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I have tried this but you will soon discover that you need to think way more optimal. Gm is still going to hold you back unless you decide on a more simplified levels. GM will top out in instances. The best way to do this in a fps is to make doors lock behind you as you progress and delete those disabled instances as you progress else it will accumulate and eventually lag. Edited by luenardi, Dec 15 2012, 03:14 PM.
|
![]() For your perception no. But my universe has no such limits. www.recall.co.nr | |
![]() |
|
| MisuMen | Dec 15 2012, 08:13 PM Post #18 |
|
Advanced Member
![]() ![]() ![]() ![]() ![]()
|
Actually, I found the solution by executing ApplyParallaxAndBumpMapping() only once by using alarm event. The bump map still works and its functioning a little bit better now. I'm gonna try using the Dynamic speed script and stick with this for now. |
![]() |
|
| MisuMen | Dec 16 2012, 12:59 AM Post #19 |
|
Advanced Member
![]() ![]() ![]() ![]() ![]()
|
Sorry if i did this but it seems now when I implemented the Labyrinth Generator (this creates thousands of wall models in the room), it lagged as hell! It just won't last a single sight staring directly at all the models are. I need a better solution for my problem! EDIT: I decided to use room warping for this, and I wonder if anybody knows how to use CheckBoundingBoxVisibility() because this may become useful for speed improving and I would like to know how to set this up. Edited by MisuMen, Dec 16 2012, 04:18 PM.
|
![]() |
|
| Despellanion | Dec 17 2012, 02:36 AM Post #20 |
|
Forum God
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Correct me if I'm wrong, but as I recall you shouldn't use too many of these direct DLL calls in runtime. |
![]() |
|
| MisuMen | Dec 18 2012, 01:08 AM Post #21 |
|
Advanced Member
![]() ![]() ![]() ![]() ![]()
|
I dunno but I am no longer using that technique for that it didnt much help. Plus the only model instance im using is two wall objects and a floor. But what I really want to know is how to use the CheckBoundingBoxVisibility() function. How do I set up the vertex and in what events do they go? BTW, I use point_distance to check if object is far, and if so, set object to room 100. it works better but I need to generate a room 3 times the default room size. |
![]() |
|
| MisuMen | Dec 22 2012, 05:57 PM Post #22 |
|
Advanced Member
![]() ![]() ![]() ![]() ![]()
|
I'm not gonna quit from here. Somebody gotta explain me this! |
![]() |
|
| Reikyrr | Dec 23 2012, 05:39 PM Post #23 |
|
Forum God
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I dont think you should want to render the whole labyrint at once, just make a list of positions and rotations then create the level as you go. In your case I think it would be best if you used 2d math, since you are making a labyrint. |
|
~Inspirational quote~ | |
![]() |
|
| MisuMen | Dec 23 2012, 09:58 PM Post #24 |
|
Advanced Member
![]() ![]() ![]() ![]() ![]()
|
Right now, I did something similar to what you told me and it worked great! What I did was a placeholder system. Its another way for me to say a technique that consist to check whether the model is too far from view and if so, it gets deleted and creates a placeholder object with no events or anything in it except a parent object that checks whether the instance is close to view, then it changes back to the model that was there. Of course, this requires the models to be preloaded with PreloadMesh(). Now the game runs regularly however, this game will still need more models eventually, but for now I'll see what else I can do.
|
![]() |
|
| Reikyrr | Dec 23 2012, 11:29 PM Post #25 |
|
Forum God
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
You could replace the multiple objects by one object and just store a list in it, well I will leave it at your imagination. I dont have gamemaker installed nor anything to test any theories on.
Edited by Reikyrr, Dec 23 2012, 11:31 PM.
|
|
~Inspirational quote~ | |
![]() |
|
| MisuMen | Dec 24 2012, 03:38 PM Post #26 |
|
Advanced Member
![]() ![]() ![]() ![]() ![]()
|
ok thanks. One more question though. Is it possible to optimize my game by using either while or do statements by any chances? |
![]() |
|
| zelda4evr | Dec 26 2012, 05:05 AM Post #27 |
|
Forum God
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
You should create a simple level editor for yourself, that will save the position and rotation of each object and then you can handle how you render them yourself either by having one instance render all of the same type of objects or a controller object that accesses the list and creates all the wall instances and use the controller to deactivate and reactivate instances and also make them invisible(multiple ways to do this too) when they aren't in view.
Edited by zelda4evr, Dec 26 2012, 05:05 AM.
|
![]() | |
![]() |
|
| « 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