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Optimizing performance; problem
Topic Started: Jan 8 2013, 12:24 AM (145 Views)
boris1998
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When I try to make game better than "few simple models with 1 light source", I get poor FPS.
I do not know how famous games solve this problem but help pls...I have few questions:
*Will smaller view range make faster fps?
***What to change in main loading script to optimize performance for slower machines? (I have pretty good computer but I am still not that good in U3D to make game run faster)
*How to make lower graphic shadows which do not slow the game?
*How many lights can I make? and **Give me example for light source-environment good looking..I thing its called bumpmapping...idk...
*How to make light point not pass trough objects/walls?

HELP PLEASE :D
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Despellanion
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Quote:
 

When I try to make game better than "few simple models with 1 light source", I get poor FPS.
I do not know how famous games solve this problem but help pls...I have few questions:
They use modern engines. You can't make fluid modern graphics with an old engine. You have to adapt it to the technology which was used.
Quote:
 

*Will smaller view range make faster fps?
Yes, obviously.
Quote:
 

***What to change in main loading script to optimize performance for slower machines? (I have pretty good computer but I am still not that good in U3D to make game run faster)
Don't load textures/models you are not using. Unload them whenever you're finished using them,
Quote:
 

*How to make lower graphic shadows which do not slow the game?
Lightmapping.
Quote:
 

*How many lights can I make? and **Give me example for light source-environment good looking..I thing its called bumpmapping...idk...
I think 7 visible light sources at a time.
Quote:
 

*How to make light point not pass trough objects/walls?
Use U3D's room engine.
Edited by Despellanion, Jan 8 2013, 12:40 AM.
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boris1998
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Thank you...so I do not need smaller view range in rooms...
I just need to maker Room for every Part of the house?
ok...
I just need to experiment and look at old examples for switching rooms...
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boris1998
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and sorry for fulling topic but...
Where to change some variables to make graphic lower?
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Despellanion
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boris1998
Jan 8 2013, 01:18 AM
Thank you...so I do not need smaller view range in rooms...
I just need to maker Room for every Part of the house?
ok...
I just need to experiment and look at old examples for switching rooms...
I don't mean Gamemaker rooms, I mean U3D portal rooms, which you set with SetObjectRoom(index). Light sources of a specific U3D room will only affect the objects of the same room index.
Edited by Despellanion, Jan 8 2013, 01:23 AM.
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boris1998
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I know -.-'
but I just needed example for switching rooms...I will find it myself...ty :D
Edited by boris1998, Jan 8 2013, 02:00 AM.
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Despellanion
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boris1998
Jan 8 2013, 01:59 AM
I know -.-'
but I just needed example for switching rooms...I will find it myself...ty :D
All you need is SetObjectRoom(index); and then in the camera SetRoomVisibility(index, true/false);
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