Thanks Nick! All i can deduce is the game is spending most of it's time waiting on your video card. Strange! Thanks for the info though On Wed, Jun 24, 2009 at 8:23 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > There you go > > > > On Wed, Jun 24, 2009 at 10:12 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> ok so that's weird... >> >> i'd be interested in getting a profiler.txt from you where you just let >> your computer hang out in the templemap for like 30 seconds with vsync off. >> >> It'd be interesting to know what's taking up all that time on your empty >> map :P >> On Wed, Jun 24, 2009 at 8:03 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >> >>> Yea, no problem. I just thought you'd like to know. But in all fairness, >>> on the virtually empty Templemap, I get 35 - 37 FPS. So... *shrug* >>> >>> >>> On Wed, Jun 24, 2009 at 10:02 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> in all fairness though there are a few things that are a little >>>> expensive.. >>>> >>>> #1 - the miner is there being animated. Lots of verts on that guy but >>>> shrug... >>>> >>>> #2 - the small version of the spinning wooden terrain thats on the left >>>> is actually the same model you see for the ground if you actually go into >>>> the level. It's the same model, just smaller and being smaller doesn't >>>> save >>>> much. >>>> >>>> so yeah, it sucks you are getting low fps but there are at least 2 >>>> things which are more expensive than they should be so it isnt as dire as >>>> it >>>> seems :P >>>> On Wed, Jun 24, 2009 at 7:45 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>> >>>>> wow ouch! >>>>> On Wed, Jun 24, 2009 at 7:39 PM, Nick Klotz >>>>> <roracsenshi@xxxxxxxxx>wrote: >>>>> >>>>>> "main map area do you mean where you first choose a map to go to where >>>>>> there's the spinning cubes and such?" >>>>>> >>>>>> Yes. >>>>>> >>>>>> Okay, good point Kent. I will try to build the entire temple as a >>>>>> single map and see what happens. (: >>>>>> >>>>>> >>>>>> On Wed, Jun 24, 2009 at 9:35 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>> >>>>>>> main map area do you mean where you first choose a map to go to where >>>>>>> there's the spinning cubes and such? >>>>>>> >>>>>>> >>>>>>> On Wed, Jun 24, 2009 at 7:32 PM, Nick Klotz >>>>>>> <roracsenshi@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> Okay, what I am going to do then is build the first and first part >>>>>>>> of the second floor together, put the maze as another map, then the >>>>>>>> ceiling >>>>>>>> and beast rooms as a third >>>>>>>> >>>>>>>> By the way, on the main map area, I get an average of 21 FPS. >>>>>>>> Shadows on. >>>>>>>> >>>>>>>> >>>>>>>> On Wed, Jun 24, 2009 at 9:29 PM, Alan Wolfe >>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> It is pretty intricate >>>>>>>>> >>>>>>>>> Hard to say if it will be necesary to split it up or not! >>>>>>>>> >>>>>>>>> If you want to play it safe split it up, if you want to see if >>>>>>>>> we'll have problems or not leave it one map. >>>>>>>>> >>>>>>>>> i dunno i think we wont know til it's built >>>>>>>>> On Wed, Jun 24, 2009 at 7:26 PM, Nick Klotz < >>>>>>>>> roracsenshi@xxxxxxxxx> wrote: >>>>>>>>> >>>>>>>>>> Basically what I am worried about is cost. I can put the entire >>>>>>>>>> thing into the same map if that is what you want. Otherwise, what I >>>>>>>>>> am >>>>>>>>>> asking is: if the areas should be partitioned. First floor + >>>>>>>>>> basement under >>>>>>>>>> the diamond path, followed by the maze, then ceiling trap/beast room, >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Wed, Jun 24, 2009 at 9:18 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx >>>>>>>>>> > wrote: >>>>>>>>>> >>>>>>>>>>> ok >>>>>>>>>>> >>>>>>>>>>> On Wed, Jun 24, 2009 at 7:15 PM, Nick Klotz < >>>>>>>>>>> roracsenshi@xxxxxxxxx> wrote: >>>>>>>>>>> >>>>>>>>>>>> Well concerning camera, I don't believe that would be an issue >>>>>>>>>>>> with this because I can make the ceiling very high to compensate >>>>>>>>>>>> for the >>>>>>>>>>>> angle. I'll get a cheap outline to show you what I mean >>>>>>>>>>>> specifically in a >>>>>>>>>>>> few minutes. (: >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> On Wed, Jun 24, 2009 at 9:11 PM, Alan Wolfe < >>>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote: >>>>>>>>>>>> >>>>>>>>>>>>> images would help yeah! >>>>>>>>>>>>> >>>>>>>>>>>>> from the sounds of it, cost isnt an issue but multiple levels >>>>>>>>>>>>> stacked on top of eachother could be difficult to deal with >>>>>>>>>>>>> because of >>>>>>>>>>>>> camera concerns. >>>>>>>>>>>>> >>>>>>>>>>>>> There used to be a setting (that is broken now but could be >>>>>>>>>>>>> fixed) in config.lua where basically if an object was inbetween >>>>>>>>>>>>> you and the >>>>>>>>>>>>> camera, the camera would pop to be in front of the object so the >>>>>>>>>>>>> player is >>>>>>>>>>>>> never obscured. >>>>>>>>>>>>> >>>>>>>>>>>>> If I fixed it we could just have that be the norm, and that >>>>>>>>>>>>> would fix the problem of the player being on floor 1 while the >>>>>>>>>>>>> camera is >>>>>>>>>>>>> lookin at the player from floor 2. >>>>>>>>>>>>> On Wed, Jun 24, 2009 at 7:02 PM, Nick Klotz < >>>>>>>>>>>>> roracsenshi@xxxxxxxxx> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>>> With the current layout I have three separate floors for the >>>>>>>>>>>>>> temple. At this time, the floor with the diamond path is >>>>>>>>>>>>>> connected to the >>>>>>>>>>>>>> basement, if you stray from the path you'll fall directly into >>>>>>>>>>>>>> the basement. >>>>>>>>>>>>>> If you get through, there is an elevator that takes you down to >>>>>>>>>>>>>> the >>>>>>>>>>>>>> basement. Should the first floor/elevator be built on its own >>>>>>>>>>>>>> map, and >>>>>>>>>>>>>> script the player to the next room via falling (in which case no >>>>>>>>>>>>>> matter >>>>>>>>>>>>>> where you fall you end up in the same spot)/elevator, or should >>>>>>>>>>>>>> I include >>>>>>>>>>>>>> the basement along with the same map, and partition the >>>>>>>>>>>>>> maze/ceiling >>>>>>>>>>>>>> trap/beast rooms into separate maps in order to keep the cost >>>>>>>>>>>>>> down? >>>>>>>>>>>>>> Images provided if necessary. >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >