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A quick note -- I'm sure this will cause much gnashing of teeth -- I'm going to pull Meshwork import from animator. Meshwork is a dead product that hasn't been updated in years and I'd rather steer people away from it.

It also stops me from doing one good memory optimization in animator (long story Smile ).

[>] Brian
Gnashing of teeth? Meshwork? Don't worry Brian, I don't think anyone really uses it. Wink
[EDIT]The mouse lags horribly for the engine. :|
[EDIT1]Wow, the texture boxes in the animator look alot nicer. Smile
(2008.09.18 08:29 PM)ccccc Wrote: [ -> ]Gnashing of teeth? Meshwork? Don't worry Brian, I don't think anyone really uses it. Wink
[EDIT]The mouse lags horribly for the engine. :|
[EDIT1]Wow, the texture boxes in the animator look alot nicer. Smile

I haven't even taken a shot at optimizing engine, I'll probably start doing that soon, my goal was to get the editors working properly first.

[>] Brian
A quick note, and one thing I noticed while optimizing the engine -- watch out for the "suspend" flag (obj.setting.suspend). If you know the object isn't going to move -- ammo, health, lights, etc, are good candidates for these, then make sure to set suspend to true.

When an object is suspended, it skips most of the physics (as it will stay in place.) This can be a real cost savings when you are getting within the hundreds of objects.

Kieranator - your health script is like this - you should check that one out after I put out the new version with a couple more optimizations in it.

Don't expect miracles yet, I'm still working on finishing up Animator and Editor before I get fully into Engine, but I'm working on a couple things.

On a better note -- I finally know why the intel version never gives real crash information and fixed that so (from now on) it'll be easier for me to diagnose crashes.

[>] Brian
(2008.09.20 01:36 AM)ggadwa Wrote: [ -> ]A quick note, and one thing I noticed while optimizing the engine -- watch out for the "suspend" flag (obj.setting.suspend). If you know the object isn't going to move -- ammo, health, lights, etc, are good candidates for these, then make sure to set suspend to true.

When an object is suspended, it skips most of the physics (as it will stay in place.) This can be a real cost savings when you are getting within the hundreds of objects.

Kieranator - your health script is like this - you should check that one out after I put out the new version with a couple more optimizations in it.

Don't expect miracles yet, I'm still working on finishing up Animator and Editor before I get fully into Engine, but I'm working on a couple things.

On a better note -- I finally know why the intel version never gives real crash information and fixed that so (from now on) it'll be easier for me to diagnose crashes.

[>] Brian

Noted. I had set suspended to false to make it so that other network players (or AIs) could shoot health powerups away from you (something I haven't seen before). When that I had substantial trouble making that work well, I just forgot about it and left it false. If it'll improve performance, then I"ll set it back to true. Smile

Looking forward to the next release, Brian. Smile
Kieranator, there ARE no more portals. The meshes are the "portals" now so that script API doesn't work anymore.
(2008.09.20 10:32 AM)Alexander Smith Wrote: [ -> ]Kieranator, there ARE no more portals. The meshes are the "portals" now so that script API doesn't work anymore.

I am aware of that. >_> I was really, really tired when I posted that so I guess I wasn't thinking straight.

*edits previous post for common sense*

(waits for next engine release)

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Brian, I've noticed something that you should tweak- whenever players respawn, the map reloads to it's default setup. That can play all kinds of hell with "play on map start" media (i.e. stories, titles, sounds, music) on each map. Instead, maps should stay the same when players respawn, and the player just gets shot back to an assigned spawn point without the entire map reloading.

This is especially true when it comes to network maps where reloading each time you respawn could mean going through the same intro title/sound/music potentially dozens of times over.
I've been on holiday for a couple of weeks so I've only just downloaded the latest mesh test. 1st thing I've noticed is that obj.setting.inputMode=DIM3_INPUT_MODE_FLY no longer works or have I missed something?
Lol Kieranator, all that can be changed through the player script. Wink
Update: I was hoping to get a version out once a week on Sunday, but I might be a couple days late on this one. I think I'm getting very close to getting the Animator/Editor in shape so I can move on to Engine. I've still got some bugs that are a bit mysterious right now.

I've got in a couple optimizations (remember that a lot of this is brand new code). I've got a long way and a lot more to come, but I've picked up the speed (in Engine) a bit.

I also want to make it use less memory, and I'm working on that. Got Bink's request, Alex's split OBJ request, some more obscuring stuff (to make development faster), bug fixes, etc.

Soon (hopefully) I'll be concentrating on the Engine, which means will be moving a lot faster.

[>] Brian
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