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Author Topic: ok need to find the bottle-neck...  (Read 5975 times)

« Reply #15 on: July 07, 2010, 07:41:41 PM »
sorry, Im feeling quite lazy to read everything in detail...

but this isnt the already discussed problem of the objects amount limitation?
I thought that was cleared that time ...
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« Reply #16 on: July 08, 2010, 01:39:48 PM »
Gene, what happens if (isolated) :

1. you disable all scripts (not shaders), can you get a decent fps just with all geometry loaded ?
2. remove all group objects, (a known bug in the past did slow down here).
3. if don't use any custom shaders?
4. set iSimQualtiy(20); ?
5. soundeffect/sound in use? Delete and see what happens.
6. Is rendering statistcs turned on (and cloned into multiple skinmeshes?)
« Last Edit: July 08, 2010, 01:42:25 PM by shadmar »
« Reply #17 on: July 08, 2010, 05:17:43 PM »
hi Shad, (useing the addon I made, previously described x 4 and start loosing framerate with nothing else in the project).

Quote
1. you disable all scripts (not shaders), can you get a decent fps just with all geometry loaded ?
no as 4 x the addon in a single project only has 1 skinmesh per addon and imposter are created and hidden in the beginning.

Code: [Select]
remove all group objects, (a known bug in the past did slow down here).the groups are not linked to anything and the addon only has 1 anyway.

Quote
if don't use any custom shaders?
no shaders are in the addon project.

Quote
set iSimQualtiy(20); ?
havn't tested but I need the default quality for physics, and the addon only has spheres(25 per addon) anyway.
and if you see my ragdoll video demo my system can handle quite alot of rb even with ODE with no reduction necessary.

Quote
soundeffect/sound in use? Delete and see what happens.
no sounds in addon project.

Quote
Is rendering statistcs turned on (and cloned into multiple skinmeshes?)
it is disabled.


removeing forces allows for more rigid bodies but my addon needs it's own gravity and force per rigid body.
I could remove the need for all those force objects with a Rad version function of 3Impacts iObjectAccelerationApply(OBJ_X,Vector3)
but I have no idea if that would solve the problem.

for now I'm converting my current work in Rad to 3Impact which isn't too much of pain as most of my controls are scipted and it's actually been a great way to get my code cleaned out by useing rad and breaking individual features into thier own scripts. I can see that this will be the only way to do it for my project as I do need the extra control but I'll be useing Rad hand in hand with 3Impact to quickly flush out ideas, so I'm happy  :).
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #18 on: July 08, 2010, 11:19:14 PM »
But it would be fun to know the bottleneck exactly, my next question is going to be what if you used it as 4x merge instead of an addon, but you probably tried that already.

I wish 3impact had skinmesh imposter cababilites.
The currect engine I'm working in besides my favoruite 3drad, does this just about right fully shaded (in lua):

mesh2=CopyEntity(mesh1) 

No need to defend 3impact usage, it has the greatest/simplest API ever, but imposters are missing.
Creating meshes works but takes time and you can't shade them.

Anyway good luck, looking forward seeing your game :)
« Reply #19 on: July 08, 2010, 11:31:31 PM »
Quote
The currect engine I'm working in

LWS? ;)
AKA: The 3D Raddict http://www.3draddict.com/
« Reply #20 on: July 08, 2010, 11:40:05 PM »
hey Shad, yeah tried it same results.

Quote
I wish 3impact had skinmesh imposter cababilites.
thanks to Fernando I have an old developer build dll version with imposters though not all the imposter functionality like scale and a few other things missing but it still work very well.

Quote
No need to defend 3impact usage, it has the greatest/simplest API ever, but imposters are missing.
can't agree with you more :)

Quote
Creating meshes works but takes time and you can't shade them
if you use meshes like u said you can't shade them but skinmeshes are the same which is what I'm useing so you can use 3drad shader library with 3Impact pretty easily :).
but you can apply normal mapping to meshes and use vertex to manipulate the mesh.

thanks shadmar!
« Last Edit: July 08, 2010, 11:46:51 PM by genetransfer »
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #21 on: July 09, 2010, 12:32:24 AM »
Quote
The currect engine I'm working in
LWS? ;)

Yes.

jestermon

« Reply #22 on: July 09, 2010, 02:45:18 AM »
Quote
I have an old developer build dll version with imposters
Beg... Beg...??
« Reply #23 on: July 09, 2010, 04:45:00 PM »
 ;D
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11

jestermon

« Reply #24 on: July 09, 2010, 05:21:33 PM »
;D
Only a smile ... *sob*
Pretty Please .. One small dll with imposters :))
Fernando is not looking... *giggles*
« Last Edit: July 09, 2010, 05:24:19 PM by jestermon »
« Reply #25 on: July 09, 2010, 06:03:02 PM »
 ;D sorry jestermon  :), you'll have to ask Fernando, he saved my bacon for a job I was doing for a client with that dll, so it would be up to him.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11

jestermon

« Reply #26 on: July 09, 2010, 07:46:36 PM »
;D sorry jestermon  :), you'll have to ask Fernando, he saved my bacon for a job I was doing for a client with that dll, so it would be up to him.
True enough.
Any chance of a copy of the 3impact dll with imposters Fernando? Even if it is an old one?
And a Pretty Please .. :))
« Reply #27 on: July 09, 2010, 10:43:35 PM »
...with sugar on top just implement in current 3imapct already :)
« Reply #28 on: July 09, 2010, 11:28:28 PM »
I'm also in the process of converting the 3DRad shader library for 3Impact, so hopefully that will be done in the next couple of days and I'll put it up the 3Impact forums when done.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #29 on: July 10, 2010, 12:45:57 AM »
I no longer have the version I gave genetransfer and releasing 3impact officially is now unlikely for varius reasons.

But if you like genetransfer, please feel free to share that version!
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