[project1dev] Re: Temple Question (Technical)

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 24 Jun 2009 20:28:47 -0700

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.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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