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Author Topic: Decrease Loading Time  (Read 1502 times)

secondry2

« on: January 18, 2012, 04:12:56 PM »
Hi guys,
As you all know, (If you've tried my fps, you can try it here: http://www.3drad.com/forum/index.php?topic=8661.0) the loading time, between each level, is DREADFUL! 3 - 5 minutes! sure, ive got music to go with it, but i fear that people will lose interest because of the loading time. I know that using script and that will decrease the loading time, but lol, im not a scripter. Any help would be appreciated.

Thanks!
« Reply #1 on: January 18, 2012, 04:28:00 PM »
i have the exact same problem... :-\
love making games....
« Reply #2 on: January 18, 2012, 08:46:40 PM »
i'm sympathetic to your problem, loading times between levels in RAD can be painful... but that's the nature of 3DRAD, and you gotta plan your games with this in mind...

anyway...  i went to download this to see if i can see anything obvious that i can suggest,  but when i saw the size of it (143MB)... WOW!!! 

sorry, but there's no way i'm gonna download something this large...

there's just no way  what i saw in the vid coild take up that much space...

you're definitely doing something wrong here...

first things that come to mind is the textures... format and size can affect loading times... are you using dds... do you have any 2048x2048 size textures...

next... the meshes... from the vide they don't look to complex, but do you have any really detailed meshes in the levels...

next... the sounds... music can take up an awful lot of space, ad thus take time to load... take a look at the format and size of the music and sounds...

that's all i can come up with... 

hey... before you go any farther, can i suggest something...  take a look at a successful game from a small indie developer (just like you)... Penumbra Overture...



click on the image to go to the site....

take notice of how they do a lot with a little... the whole download is less than your demo, but they've got an awful lot more to show for it...

look at how they do the menus... how the levels transition...

Penumbra is a perfect example of the type of game that could be made with 3DRAD...

good luck...

--Mike



« Last Edit: January 19, 2012, 03:36:14 PM by Mike Hense »
« Reply #3 on: January 19, 2012, 09:10:31 AM »
Some tips :

1. Use one textprint, then iPrint for more text and no valueprints, valueprints are just as slow as textprints and you don't really need them.
2. Binary compress all your .x files
3. Use only dds textures, all other formats has a post-load processing to create mip-maps (jpg/tga/png/bmp etc..), dds does not, and can also be read directly compressed and is native to gfx cards.
« Reply #4 on: March 13, 2012, 01:52:45 PM »
I can make you sprites for the text in your game. I can do a few different fonts.
« Reply #5 on: March 16, 2012, 01:17:09 PM »
1- for the always visible stuff, make a sprite or only ONE again ONE, text print.
2-dont use loads of logic, event on enput, event on id,envent on contact, use af ew scripts, it can help reduce clutter.
3- for the scene try to make a huge skinmesh that wont change, unlike adding multiple skinmeshes, wich might help.

you might get a boost of 30-60 seconds in loading time, if you do it all.

and i wanna that this is just a SUGGESTION, so you arent force to do it.
أهلا :)

secondry2

« Reply #6 on: March 23, 2012, 12:00:21 AM »
thanx guys! I figured that replacing the texprint helps HEAPS 8)!
Thanks!
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