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Author Topic: Vector3 & Quaternion  (Read 974 times)

« Reply #15 on: November 05, 2013, 08:12:17 AM »

here's a lil info from the AngelScript Reference pages--> http://www.angelcode.com/angelscript/sdk/docs/manual/doc_as_vs_cpp_types.phpl

but, you're wasting your time B... this is not c...

can i ask why you are so focused on how many bytes of memory are allocated for each var type...


--Mike
« Last Edit: November 05, 2013, 08:20:17 AM by Mike Hense »
« Reply #16 on: November 05, 2013, 09:21:45 AM »
My best guess is that he wants to observe the data usage for performance reasons.  He is forgetting that RAD stopped development 2.5 years ago.  Even if you buy stock today you get a faster machine than back then.  Oh well, do what you want.  Hopefully we can actually see you produce something soon...
« Reply #17 on: November 05, 2013, 11:50:01 AM »
Quote
can i ask why you are so focused on how many bytes of memory are allocated for each var type...

for more information and optimize scripts and increase frame rate. ;)
My Game : Star Wars 1.0

http://behdadgame.com/index.php?topic=3.0

possible way, if we found will make a way.
« Reply #18 on: November 05, 2013, 01:16:25 PM »
What kind of computer do you have (specs)?  What kinds of computers are you planning to put your game onto?  As a general rule (from what I've gathered from this forum), you cannot link more than 90 objects to a single script and you start running into performance issues around 300 objects in a single project.  Obviously if you have 1 skinmesh with a billion polygons you'd have framerate issues immediately, but through normal design techniques these are the numbers.  The thing that hogs the most memory is graphics (especially if you have an onboard chipset).  Variables and values don't take a whole lot of memory runtime and get processed by the CPU anyway, so make your game and if it starts to lag, find out what's lagging it and change that.  /rant
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