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Author Topic: is there's a Script Which Can Limit my Object Dimension's Visibility Distance ?  (Read 2908 times)

« on: July 04, 2011, 10:51:13 AM »
Hi all , is there's a Script Which Can Limit my Camera Visibility Distance ? I Don't Want to Limit my Camera's Visibility Distance Literally ! Because I Don't Want to Lose my Animated Sun Object Which is too Far , I Just Want to Loose-For Example-the Half of my Objects'-(Buildings') Dimension in the Scene when I Be Far to Gain More FPS and When I be Close every Thing Back to its Form so in the Same time I Don't Loose Quality (as the most of Real Games' Designers Does) !! My Game is Really Slow because its Buildings has a Huge Amount of Data .. and Because I Show them all >> my FPS is really Low .. 7 or 5 FPS !!

Please , is there's an Idea , or a Script Could Reduce the Visibility Distance when I Bee Far , and When I Be Close it Raise the Visibility again ! as the Idea of Fog and Camera ?!

or Does My Topic has a Relationship with that Script : iSphereSegmentIntersect(Vector3,float,Vector3,Vector3,Vector3,Vector3) ?
« Reply #1 on: July 05, 2011, 04:41:33 AM »
you need Intel Duo i3, maybe you can delete unnecessary objects.
OFFLINE FOREVER.

fourdee

« Reply #2 on: July 05, 2011, 05:54:52 AM »
Hi all , is there's a Script Which Can Limit my Camera Visibility Distance ? I Don't Want to Limit my Camera's Visibility Distance Literally ! Because I Don't Want to Lose my Animated Sun Object Which is too Far , I Just Want to Loose-For Example-the Half of my Objects'-(Buildings') Dimension in the Scene when I Be Far to Gain More FPS and When I be Close every Thing Back to its Form so in the Same time I Don't Loose Quality (as the most of Real Games' Designers Does) !! My Game is Really Slow because its Buildings has a Huge Amount of Data .. and Because I Show them all >> my FPS is really Low .. 7 or 5 FPS !!

Please , is there's an Idea , or a Script Could Reduce the Visibility Distance when I Bee Far , and When I Be Close it Raise the Visibility again ! as the Idea of Fog and Camera ?!

or Does My Topic has a Relationship with that Script : iSphereSegmentIntersect(Vector3,float,Vector3,Vector3,Vector3,Vector3) ?

Just an idea:

- think around the problem.

- Try making the sun small, attach it to the camera and make it under 100m away.

- Use Skinmesh priorities and layers to ensure the sun is always blocked by all your skinmeshes.

How to do the above? i dont know exactly, but thats how i would go about the problem. unless there is a script command to make objects ignore the camview distance?
« Reply #3 on: July 05, 2011, 09:02:48 AM »
Guys You Still Don't Understand , but I will Give you an Example from Game Named ASSASSIN'S CREED BROTHERHOOD :

Most of Game Designers While they Designing a Big Data Game (Contains a terrains , Buildings , Sun , Background) They Must Ensure That they apply : THE MORE YOU GET FAR FROM AN OBJECT THE MORE THE OBJECT IS LOW QUALITY , AND THE MORE YOU GET CLOSER THE MORE IT RETURNS TO ITS DEFAULT QUALITY . So they Provide a Good Quality and in the Same time a Good Simulation ! Because if they Made all Objects-the far and the Closer-High Quality , No Device shall Play this Game even if it is The Best PC on the Planet !

Look at these Columns in this Picture how are they a Low Quality ..


but when the Assassin Get Closer ..


.. the Columns Quality are Back to its Default State as well as every Object in the Game even the Characters !!

Have You Understood what I've Realized ? .. the Topic that we're about is Very Very Important to those whom Making a Free-Play Games !
« Reply #4 on: July 05, 2011, 09:28:49 AM »
so you mean like the level of detail (LOD)?like when youre far away then the buildings looks like textured blocks rite? and when youre closer then you can see nice windows and textures etc. i heard abut a script relating to LODs around here~
airplane...

psikoT

« Reply #5 on: July 05, 2011, 10:47:14 AM »
can we see a screenshot of your game to compare?

anyway, you can use .dds textures with mip maps... and other techniques to gain some fps... look at this topic:

http://www.3drad.com/forum/index.php?topic=3853.0

hope it helps
« Reply #6 on: July 05, 2011, 02:15:27 PM »
so you mean like the level of detail (LOD)?like when youre far away then the buildings looks like textured blocks rite? and when youre closer then you can see nice windows and textures etc. i heard abut a script relating to LODs around here~

Yes , Exactly ! that's What I am Talking about , I Really Want to Study that thing in 3D-Rad so I Apply it 
« Reply #7 on: July 05, 2011, 03:21:07 PM »
can we see a screenshot of your game to compare?

anyway, you can use .dds textures with mip maps... and other techniques to gain some fps... look at this topic:

http://www.3drad.com/forum/index.php?topic=3853.0

hope it helps

Sure , Here ..

Look , 10-11 FPS Because Every thing is High Quality The Far and The Closer (Exclude Sun ,Background and Sea)


3 FPS !! unfair


Every Thing is High Shadow \ Object Detail


Now These Columns , not as Well as Assassin's Creed Brotherhood Columns  ;D


Are these Pictures Enough psikoT  ? Please , is There's an Idea ?
« Reply #8 on: July 05, 2011, 04:17:42 PM »
i don't think that changing the LOD in your game is gonna help much omar... at least not from what i see in the scene in the screenshots below...

you think there's anything else that could be driving your framerate down... 

--Mike
« Reply #9 on: July 05, 2011, 04:31:57 PM »
i don't think that changing the LOD in your game is gonna help much omar... at least not from what i see in the scene in the screenshots below...

you think there's anything else that could be driving your framerate down... 

--Mike

No , Dude ... I Knew How to Solve my Problem ... and i am Working on it Now , it has Solved Clinically ... I was Just in the Beginning Couldn't Know How to Explain it , The LOD Idea is a Very Very Useful to Any High Quality Games

Check These Videos :
http://www.youtube.com/watch?v=rkP42gN5nZY
http://www.youtube.com/watch?v=Df_mV5lQ76I

They Provided More Memories , and in the Same Time a High Quality with a Simple Idea

THANKS TO YOU ALL GUYS , I HAVE MY PROBLEM SOLVED , SOON I'LL UPLOAD MY VIDEO TOO

« Reply #10 on: July 12, 2011, 04:26:39 PM »
there is a project that come with 3drad, conveniently called LOD_demo, which does what you are talking about.

the problem with this is... even when it seems like an optimization technique, you need to have on memory more objects (all the resolutions for each object) and split your escenary in various objects, which makes your project's object list bigger, something that actually really hunt your performance, an issue that have been talked a lot along this board.

good luck.

p.s.
is good to take a look at ALL the demo projects as sometimes you can see something silly like this, and save yourself -and others- some valuable time instead going in the quest for an answer.
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!
« Reply #11 on: July 13, 2011, 09:24:03 AM »
What seems strange to me is the fact that (Atleast from the screenshots) You have very simple geometry in the scene, so Im not seeing anything that should be causing such a drop in framrate. So you either have Huge textures or the geometry has way too many triangles both of which you can optimize by 1) Making sure your buildings have the least amount of triangles possible since after all, the walls are pretty much flat( except for the window opennings etc. 2) Most of the textures should be in the "512" range since you can pretty much tile it over and over again seamlessly ( you can even use 256 textures for this ;) ) Also, try avoiding geometry that has More than one texture applied to it seperately,as this will decimate your Frame rate/load times due to the drawcalls. Of course this is all from what I see, since we dont have the actual project to look over ;)

PS , what are your system specs?
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« Reply #12 on: July 13, 2011, 05:09:15 PM »
What seems strange to me is the fact that (Atleast from the screenshots) You have very simple geometry in the scene, so Im not seeing anything that should be causing such a drop in framrate. So you either have Huge textures or the geometry has way too many triangles both of which you can optimize by 1) Making sure your buildings have the least amount of triangles possible since after all, the walls are pretty much flat( except for the window opennings etc. 2) Most of the textures should be in the "512" range since you can pretty much tile it over and over again seamlessly ( you can even use 256 textures for this ;) ) Also, try avoiding geometry that has More than one texture applied to it seperately,as this will decimate your Frame rate/load times due to the drawcalls. Of course this is all from what I see, since we dont have the actual project to look over ;)

PS , what are your system specs?


Thanks for these useful informations ! But I didn't sought for Complaining at my FPS or my Geometries , I Just sought  that LOD , even if my Triangles are Very Low the Numbers of Geometries in the Scene Must be at Lower Detail ! Because as we'll Know to make a Free Play Game we must make at least a Very Big City in its Buildings so the Player feels free to Play and That Requires more Geometries (Buildings) as All the Free-Play Games

I Think that LOD limiting Idea is a Very useful Idea , However you Gave me a Very Useful Tips also
« Reply #13 on: August 09, 2011, 08:12:46 AM »
you ask a question... people try to give you possible answers to help answer your question... and you complain about them criticizing your work or you say something like you're gonna approach it clinically (whatever that means)...

in that case... good luck...

Weps wasn't criticizing your work... he was simply stating the obvious, in an attempt to help identify whatever issues you were having... you geometry in the scene is simple enough so that LOD doesn't appear to be a critical factor here...

i could see if you had finely detailed high poly models that required them only to be visible when the view is close up, but from what i see in your pics, your scene isn't that complex (unless you've modelled those with a million zillion polys)...

that is what i think he was trying to point out to you... he wasn't criticizing your models...


when you're ready to take advice and suggestions from people who have been working with 3DRAD for a lil longer than you, then come back and ask again... 'till then, happy computing... and good luck... sorry... i won't be wasting any more time on any more of your questions till then...


--Mike

« Last Edit: August 09, 2011, 09:41:32 AM by Mike Hense »
« Reply #14 on: August 09, 2011, 09:47:19 AM »
Mike, he posted:
Quote
Thanks for these useful informations ! But I didn't sought for Complaining at my FPS or my Geometries , I Just sought  that LOD , even if my Triangles are Very Low the Numbers of Geometries in the Scene Must be at Lower Detail ! Because as we'll Know to make a Free Play Game we must make at least a Very Big City in its Buildings so the Player feels free to Play and That Requires more Geometries (Buildings) as All the Free-Play Games
So what he is saying is that this is just a test city and the real one will be bigger. Then he is right, that LOD will be usefull.

Anyway, I would love to see some more of this project!
FPS game creator for 3drad and >2000 games GamesAtNight
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