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Author Topic: Guide Me For Design Big Map  (Read 323 times)

« on: March 11, 2014, 06:39:01 AM »
Hello.

I want Design Big map for my racing game. in my scene there are 4 cars with gun that all together have about 5000 polygon. now I want Design a big map with maximum 50000 Polygon, but I don't know 50000 Polygon no decrease Frame in game?
and Who knows how can calculate a minimum and maximum system requirement for run a game?

Please guide Me.
My Game : Star Wars 1.0

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

possible way, if we found will make a way.
« Reply #1 on: March 11, 2014, 07:11:04 AM »
Mainly your computer has limits.
If you have a really low-spec computer, then it might not be able to handle a 50,000 polygon map.
I'm not sure if 3D Rad has many limits. A person just recently modeled a 40,000 polygon floor and it worked perfectly fine.
I'd say, try it. If it doesn't work, put it up for others to use.
« Reply #2 on: March 11, 2014, 07:19:30 AM »
Quote
Mainly your computer has limits.
No my PC have no limit and handle 50000 Polygon.but I want know game developers how calculate min and max system requirement. I think Knowing this issue can better help for level design.
« Last Edit: March 11, 2014, 07:31:17 AM by behdadsoft »
My Game : Star Wars 1.0

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

possible way, if we found will make a way.
« Reply #3 on: March 11, 2014, 07:55:55 AM »
i could be completely wrong here but i dint think there is a sure fire way of finding system requirements for a game you might have to try it on different computers.

Some parts are easy to work out such as minimum shader model, memory used by textures etc but everything else could vary largely from system to system.

What i would recommend is deciding your system requirements before building, then maybe find a system with the same spec to keep play testing on.
« Reply #4 on: March 11, 2014, 04:23:28 PM »
Quote
Mainly your computer has limits.
No my PC have no limit and handle 50000 Polygon.but I want know game developers how calculate min and max system requirement. I think Knowing this issue can better help for level design.
By testing it on slower computers. I don't know of a max system requirement.
« Reply #5 on: March 12, 2014, 10:03:49 PM »
O.T.
behdadsoft bro,
can you tell me how can you made your starwars game as installer?
« Reply #6 on: March 13, 2014, 03:51:18 AM »
Quote
O.T.
behdadsoft bro,
can you tell me how can you made your starwars game as installer?

I used Inno Setup for create Installer.
My Game : Star Wars 1.0

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

possible way, if we found will make a way.
« Reply #7 on: March 13, 2014, 05:27:12 AM »
thanks a lot bro  :)
but i have problem. i create installer. it work perfectly but My 3d Rad project file(.3dr) is showing in the program file. that means any one can edit my game. how can i hide it ?
« Reply #8 on: March 19, 2014, 10:39:24 AM »
thanks a lot bro  :)
but i have problem. i create installer. it work perfectly but My 3d Rad project file(.3dr) is showing in the program file. that means any one can edit my game. how can i hide it ?

People can't edit .3dr projects that have been compiled because they have already been encrypted with 3D Rad's encryption thing. Sorry for late reply.
« Reply #9 on: March 21, 2014, 01:48:35 PM »
Quote
how can i hide it ?

you can add .3rd Projects to Executable file of the game with a Packer Like Molebox.
My Game : Star Wars 1.0

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

possible way, if we found will make a way.
« Reply #10 on: March 31, 2014, 01:09:32 PM »
that's not exactly true..

Code: [Select]
void iObjectRefresh(OBJ_X,string)
   Change the resources (3d models, textures, etc) associated with the specified object.
   This function is typically used to update SkinMesh, RigidBody, SkyBox or Sprite object
   geometry/aspect run-time, for example after the new artwork has been downloaded from
   a server (website) by using the iFileDownload() function.
   For an example of usage, see the demo project called WebDownloadDemo.3dr
   OBJ_X = object handle.
   string = path to the new resource file. If a local path is specified (e.g. ".\\newModel.x") this is relative
            to the current 3D Rad folder or your compiled project folder.
   NOTE: if the object is a SkinMesh based on frame-by-frame animation, the new
         assets must provide the same number of frames.
   NOTE: this function doesn't work for RigidBody objects that use a bounding sphere
         for collision detection.

EDIT-------

Also inside the 3drad list editor, selecting a rigidbody model then pressing R will reload that model without having to reload the whole project.

The R button dosent work on everything, i think sprites for instance, you have to open the sprite GUI and press enter to reload the sprite ( you don't have to reselect the file name unless you're change the file used.
« Last Edit: March 31, 2014, 01:18:12 PM by TinSoldier »
« Reply #11 on: March 31, 2014, 01:13:26 PM »
the only way i can see to test a system is to use a the FPS function and adjust things accordingly.. but .. it's probably better to allow the user to decide what they want.

So they can turn of shadows for instance.. what ever options you allow them to change to increase performance..
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