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Author Topic: Better object managements?  (Read 1231 times)

« on: September 23, 2009, 07:18:56 PM »
Hello. I was wondering if 3DRad could handle objects better sometimes in the future?

I looked at the recent projectile sample in 3DRad, and saw several objects loaded in the object database.
My response to that is, that I thought that it wasn't the correct way to handle them.

As an experienced programmer(not expert) I call myself, I had some idea on how 3D rad could handle the objects in a scene, especially projectiles.

First off, a 3d model like a shot model, player model, would get loaded into the database only once, instead of many times like you do now.
Then there could be entities that could link to the loaded object with some UDT(User Data Type) on top of it. With of course with an array feature to specify the number of UDTs. For an example, Players(8) could be attached to the Player Object, and Shots(120) could be attached to the Shot model.

And when the game runs, only one of each object is loaded. And a certain numbers can be displayed depending on how the user programs the game. The shot model could be drawn up to 120 times in different locations, and angles.

Just a thought that I hope someone can understand.
« Reply #1 on: September 24, 2009, 06:09:52 AM »
I think you are refering to imposters, which actually already exists, but only for skinmeshes and not for rigidbodies (the projectiles).
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« Reply #2 on: September 24, 2009, 07:01:57 AM »
spoaced, if you have come from a language like DarkBasic, then you will need to adjust your thinking to work with 3DRAD. I know because I had to adjust my thinking too!!! :)

There are new objects being developed all the time which will help in terms of object management and simplify game design, such as imposter related stuff. An "imposter" is probably what you would understand as an "instance", although in 3DRAD this definition can vary because the various object types have different "imposter" capabilities.

As Loop says, rigid-body imposters are not currently available. Maybe in the future! But in a lot of cases you don't need them anyway, especially with the upcoming new features or with good use of scripts.
« Last Edit: September 24, 2009, 07:03:51 AM by ulogix »
« Reply #3 on: September 24, 2009, 08:21:18 AM »
I didn't come from the DarkBasic community, but I did use it a long time ago, and didn't like the way it managed objects wither(you had to load the objects x number of times instead of once). I actually come from another BASIC like language that's not a toy like Darkbasic. Like a scrap programming language but I had to write the model loading and management  code myself.
« Reply #4 on: September 24, 2009, 08:33:45 AM »
I had to write the model loading and management  code myself.

The whole point in 3DRAD is that you don't have to think about that kind of stuff. It's designed to be a RAD environment where you focus on building the scene and not worry about managing the objects.

There are threads on this forum about editor enhancements to make the job of managing objects in the editor easier, but that's a different topic to that of managing objects in code.

That said, an attachable UDT object could be handy. It could effectively be used to extend the existing list of internal variables of any rigid-body object.
« Reply #5 on: September 24, 2009, 09:24:55 AM »
You can however instance skinmeshes, particles and text.
Rigidbodies needs to be loaded one by one.
« Reply #6 on: September 24, 2009, 11:25:24 AM »
You can however instance skinmeshes, particles and text.

and hopefully more to come soon!!! :)
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