3D Rad - Free 3D game maker - Forum

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Poll

how many minutes (maximum) you could be patient waiting for the loading finish and the start of the game (or a level)?

3 minute
- 11 (34.4%)
4 minute
- 1 (3.1%)
5 minute
- 3 (9.4%)
6 minute
- 0 (0%)
7 minute
- 0 (0%)
8 minute
- 2 (6.3%)
9 minute
- 0 (0%)
10 minute
- 2 (6.3%)

Total Members Voted: 15

Voting closed: January 31, 2012, 12:49:12 PM

Pages: 1 [2]

Author Topic: (Vote)Loading time again  (Read 2068 times)

jestermon

« Reply #15 on: December 03, 2011, 10:24:10 AM »
Out of curiosity - what would be considered a large game for 3drad?

A large  game usually has many levels.
3D Rad uses a dll for every single object type that you use in the game (which has to load), as well as needing the the patience of Biblical Job to wait for the TextPrint models to load - It takes forever to load a game with a lot of assets.
Give me one level, and I'll play it. Give me another level that reuses it's assets, then I'm cool with that (That's how I write my games anyway).
But give me a game where the next level has to be loaded with "ExitFade", and then I politely "ExitFade" if off my computer.
« Last Edit: December 03, 2011, 10:36:02 AM by jestermon »
« Reply #16 on: December 03, 2011, 12:37:01 PM »
how to make level load fast? like you said reuse it like without exitfade? ???
::=::Look at this ::=::
Rally game

The most important thing that happens, you usualy miss it , but after sometime you will remember
 
even if you didint noticed. Go forward and never look back

BorekS

« Reply #17 on: December 05, 2011, 06:26:41 AM »
Quote
give me a game where the next level has to be loaded with "ExitFade", and then I olitely "ExitFade" if off my computer.
huh...  :o  :P
well, if is there any another way, how to load next "level"... you mean all the game stuff is loaded at first time and you use perhaps show / hide / start events only?

jestermon

« Reply #18 on: December 05, 2011, 09:27:01 AM »
By designing  the levels in such a way that they reuse more or less the same objects. One would have a separate "editor" type of game, where you move the objects where you need them for a level. Save and record their locations an orientation into some database or file. You can also save the hide/show state for each level.
You could use different terrain RB's for each level, as well as many other different meshes and RB's. The key is reuse.
When the game is started, you use your "level 1" assets. When you want to change levels, you use iObjectRefresh() to change existing RB's, sprites and skinmeshes as you need them. Using the previously exported info, you can set the level up exactly as you need it. In this way, by reusing pre-loaded objects, you can change them as you wish, for as many levels as you wish to make in your "editor-saver".
Most game engines do it anyway, so why not use a concept that works well. "ExitFade" is fine for simple stuff such as menus, that don't use many resource.
You can locate anything, most event objects as well. You just have to design your levels, so that they share as many objects as possible, then the sky is the limit. The iObjectRefresh() take s a few seconds, but it is negligible compared to a full game load.
« Last Edit: December 05, 2011, 09:31:32 AM by jestermon »
Pages: 1 [2]