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Author Topic: Eagle Fly  (Read 4668 times)

« Reply #15 on: January 05, 2010, 01:32:34 PM »
search for a demo file named LOD_demo, Level Of Detail.
there you can see how to load textures/models in demand.

about the "secondary cam to a front view instead of top" question I think that would do the trick yes.

about the loading speed, I really think 3drad is too slow in comparision to anything you can find out there, and God forbids you measure how much time takes text to load.
I also think is pointless to bring this subject because Fernando gonna say is normal, and you, that havent waited so long since 1992, gonna feel like a helpless idiot, being only barely able to internally scream "THAT'S YOUR OPIIIINIIIIIOOOOON!!!"
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
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« Reply #16 on: January 05, 2010, 02:40:47 PM »
And thank you shadmar too for your help. By the way what is it with TextPrint or ValuePrint that makes them load so slow? They seem quite innocent stuff :)

Text/Valueprints are not really sprites, they are 3d objects clamped to the camera/screen and translated accordingly. therefore expensive in all ways.
Each textprint loads 128 models (.x files) with a texture for the char.
Each valueprint loads 128 models too...
So using 3 textprints, you need to load 384 tiny .x models and a texture, that is 768 load operations.

some guesses in there, correct me if i'm wrong :)

« Reply #17 on: January 05, 2010, 03:17:24 PM »
Wow that sounds really scary shadmar ;D I'll be careful with those li'l beasts ;)

Hey loop I think you definitely know what I'm going through ;D but let's just calm down and not forget about the great job Fernando did to create all these cool stuff. I'm sure if there's anything wrong he tries his best to sort it out. One thing keeps me scratching my head though. He said my game should take about 10 sec to load but it takes more than 40 on my PC. I use windows 7 and I wondered if that's the reason (I doubt actually but that's the only thing I could think of). So anyone tested 3drad on Windows Seven already?
« Reply #18 on: January 05, 2010, 03:34:28 PM »
And did you notice my suggestion about having a really big moon model with loading textures on demand? you think it's possible with 3drad?

This is not possible with the current 3drad structure and changing this would be too difficult.

The whole idea behind 3dad is initializing the entire level at startup.

However please check the WebDownloadDemo.3dr project for an alternate approach where you can update the world run-time.

As for TextPrint, it is a very handy object, but, as shadmar said, using iPrint() functions in a script avoids load speed issues.

As for your system taking 45 secs to load your eagle game, I have no idea, sorry  :-\ It would be interesting to know how long it takes for other members here.

Textures are 90% of loadtime. To load a texture 3drad calls the same DirectX function that any other software which uses DirectX calls. So the time has to be the same.

As for why certain AAA games take apparently less could simply be that when you develop a specific game every part of the software is designed and optimized for that specific game, and also, of course, that the manufacturer invested hundreds of thousands just to optimize the whole artwork with speed in mind, while a typical 3drad user (including me!) simply adds stuff to the project and compiles  ;)
« Reply #19 on: January 05, 2010, 04:42:42 PM »
Thank you Fernando! I think something is definitely wrong with my pc. I have a Core 2 Duo with 4GB ram and GeForce 9400 GT and it still takes at least 40 seconds to load the game. If you say it should take about 10 sec then definitely something is wrong. By the way, I wonder how huge games with ultra graphics like Need For Speed or Call of Duty manage to load so fast. I mean comparing to what directX does in loading assets they should take minutes to load. Is there any special techniques they use? I mean they use directX too. what they do?
And did you notice my suggestion about having a really big moon model with loading textures on demand? you think it's possible with 3drad?
I really like to see 3drad as the best gaming platform someday. I think I'm falling in love with it already LOL

And thank you shadmar too for your help. By the way what is it with TextPrint or ValuePrint that makes them load so slow? They seem quite innocent stuff :)
Those games use different engines designed for the gameplay specific to the game. like need for speed's driving physics are pretty great, but any other thing probably wouldnt be.
call of duty, each map has a bit of a loading time, but it also uses the LOD. also, driving physics probably wouldnt be accurately simulated on it either.

3drad is pretty much all purpose engine that does everything as long as you know how to make it do so

the only other game that has one of the best loading systems i've seen is MidnightClub LA. when you start it, you see a map of the game, 3d map and if you look closely, you can see all the trees, lights, cars loading into it, then when done, the camera flies down (yeah, you're watching the 3d map load) and smoothly stops at your car.

Currently using 7.22
« Reply #20 on: January 10, 2010, 08:40:58 AM »
to Serious Sam: Hi! Sorry for my bad english (because i'm from Russia:) but can you explain how you made stabilization for Eagle??? I don't understand because  when I run the project, Eagle is unstable and unruled.

Previously thanks)
Matrix: Escape to Zion (my project on 3D Rad) - http://www.3drad.com/forum/index.php?topic=6898.0
« Reply #21 on: January 10, 2010, 12:31:37 PM »
And did you notice my suggestion about having a really big moon model with loading textures on demand? you think it's possible with 3drad?
This is not possible with the current 3drad structure and changing this would be too difficult.
The whole idea behind 3dad is initializing the entire level at startup.

I think you can, with a custom shader and some script logic, if I understand correctly :)
« Reply #22 on: January 12, 2010, 04:40:29 AM »
to Serious Sam: Hi! Sorry for my bad english (because i'm from Russia:) but can you explain how you made stabilization for Eagle??? I don't understand because  when I run the project, Eagle is unstable and unruled.

Previously thanks)

Do you run my project or you've created a new one? Because it shouldn't be unstable in my project. I only used some simple forces to stabilize the movement.
« Reply #23 on: January 12, 2010, 04:41:54 AM »
I think you can, with a custom shader and some script logic, if I understand correctly :)

Sounds like a nice idea to try, thanks :)
« Reply #24 on: January 20, 2010, 06:46:54 PM »
Hey another lander cool here mine

http://www.eodye.com/images/landernew.zip
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