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Messages - shalafi

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Support / Re: Is culling working for big scenarios?
« on: May 09, 2011, 06:28:25 pm »
Ok, so it is made like that by design.

Having them with 0 transparency works fine, but thanks for the tip.

Support / Re: Is culling working for big scenarios?
« on: May 09, 2011, 02:41:34 pm »
Don't worry, adding and removing objects on demand is working fine, the only performance problem I had is that I was not building them until they were added to the world for the first time.

Now I am pre-building all objects and it works fine.

An unrelated question I have is:

Why an invisible object is not checked for collisions?

It can be used to detect an object entering a room, for example, where there is no door (an invisible object)
Right now you can do this by setting the transparency to 0, but I don't understand (from a logical point of view) why making it invisible does not work


Support / Re: Is culling working for big scenarios?
« on: May 06, 2011, 07:01:07 pm »
Well, the world we are testing has around 175 Objects, which of them roughly 10 are visible at a time, so that may explain it.

Just to be clear, when I say faster I mean more FPS, not the process of removing them.

Support / Re: Is culling working for big scenarios?
« on: May 05, 2011, 11:14:47 pm »
Ok, thanks for the info.

I was creating sort of a QuadTree by hand, adding and removing objects from the world on demand.

It works quite Ok, but it lags a bit when loading the new objects, I assume it is my own fault since I did not optimize it properly,

Something I also noticed is that removing the object from the world is much more efficient than setting it invisible. Does it sound reasonable?

I am targeting Nexus One level hardware, but I want it to "run" on a G1, I know it is terrible for performance.

Support / Re: Is culling working for big scenarios?
« on: May 05, 2011, 12:34:43 pm »
I did, the far plane is as near as it can (500) and the max polygons is set to the maximum a G1 seems to be able to move (2000)

Just for the record our scenarios are mainly rooms viewed from a side. The 3rd dimension is not used in the game controls, just to give perspective on the rooms.

Our map is quite bit right to left and up to down, not a deep one, that may impact on the expected behavior of the culling algorithm.

Support / Is culling working for big scenarios?
« on: May 04, 2011, 05:50:32 pm »

I am trying to use jPCT-AE for a game and we are doing some stress test.

We load a small room and the game works fine,but when we go into a large one (much bigger than the screen) it lags a lot.

I have run the profiler and it shows that World:renderScene and Word:draw take a lot more time than before.

I was expecting the culling to take care of that and performance not being impacted, but it looks like is not working properly. I have dig into the documentation searching for ways to enable it and I have tried all I have found.

Am I missing something or is this feature not working as expected?


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