[project1dev] Re: batteries recharged

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 22 Jun 2010 09:50:34 -0700

Ok well i did some stuff and it seems to have helped (wooo) and now we are
CPU bound.

I'm going to do some CPU optimizations to try and get us back up to higher
frame rate then we should be back on track for movin forward with pathing
and whatever else is coming up (:

On Sun, Jun 20, 2010 at 1:20 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> it totally isn't helping unfortunately
>
> it looks though like the game just renders slowly in general and that the
> roads just put it over the threshold so that GPU rand slower than CPU, but
> that it ws taking up way too much time before too but didn't show up since
> it was still > 60fps.
>
> im going to try to talk to my graphics programming buddy at work tomorow
> and see where the problem could be :P
> On Sat, Jun 19, 2010 at 10:28 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> sounds good man
>>
>>
>> On Sat, Jun 19, 2010 at 10:25 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>
>>> this weekend im going to try and get a rendering optimization working so
>>> that we can have roads that run at an acceptable frame rate.
>>>
>>> after that i think up next is path finding for the AI's and then i
>>> *think* that's it for the tech thats needed for this first milestone and i
>>> can help on the scripting front.
>>>
>>> there are other coding things todo like getting shadows working or the
>>> water rendering nicely, but i want to distribute that polish type stuff
>>> across multiple milestones so we can keep making forward progress
>>>
>>
>>
>

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