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 Post subject: Ghost VMK 12 - Basic Level Editor
PostPosted: Fri Dec 05, 2008 7:03 pm 
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Joined: Sun Feb 11, 2007 8:59 am
Posts: 1105
Location: Ontario Canada
In this VMK I start work on the level "editor" that we will be using in Ghost Toast. At this stage we will be using a TGA file (named map) to hold all our level data. By the end of this VMK, you'll be able to load a map file and extract the pixel data from the file. We use white pixels to represent the floor, and black pixels to represent walls.


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 Post subject:
PostPosted: Tue Jan 06, 2009 6:58 am 

Joined: Sat Apr 19, 2008 6:26 am
Posts: 62
Nice.

I made a level (32x32) and only 23 FPS :( .

My hardware:
AMD Barton 2500+ (1.8Ghz)
Ram 1 GB
GeForce 7600GT (256MB ram) AGPx8

Small optimization and this is my level in game :) (better)

Image

Image

continue optimizations ;)

p.s - @Marek - thanks for the gift :D


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 Post subject:
PostPosted: Tue Jan 06, 2009 7:57 am 
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Joined: Sun Feb 11, 2007 8:59 am
Posts: 1105
Location: Ontario Canada
If you haven't all ready, add geometry culling to your rendering code. Only render items that are infront of the camera. This increase your FPS when you have a lot of objects in your scene.


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 Post subject:
PostPosted: Wed Jan 07, 2009 8:13 am 

Joined: Sat Apr 19, 2008 6:26 am
Posts: 62
now optimized ;)

Image

679 FPS

when the next lesson?


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 Post subject:
PostPosted: Wed Jan 07, 2009 9:29 am 
Site Admin

Joined: Sun Feb 11, 2007 8:59 am
Posts: 1105
Location: Ontario Canada
I'm still looking for some contract work so that I can pay my rent. Once I find a source of income, I can continue working on the VMK's.


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 Post subject: emotions
PostPosted: Wed Jan 07, 2009 11:13 am 

Joined: Wed Aug 06, 2008 7:53 pm
Posts: 182
Location: Russia
2 chester30
Superb! But how?! :o

2 Marek
Damned crisis :? :evil:


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 Post subject:
PostPosted: Wed Jan 07, 2009 12:54 pm 

Joined: Sat Apr 19, 2008 6:26 am
Posts: 62
no optymized my hardware render (room 32x32) - 27 fps

1 way (very simple) - render ~360fps

1 step
Don`t render box like this

glBegin(GL_QUADS);
...
glEnd();

Create a list and Render glCallList(box);

2 step render only visible geometry (frustum culling)

==================

2 way render ~679 fps

use vertex array (more change with render)


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 Post subject: We need more FPS
PostPosted: Sat Jan 10, 2009 4:51 am 

Joined: Wed Aug 06, 2008 7:53 pm
Posts: 182
Location: Russia
Aha, thanks.

27 fps = ~ 0.037 ms
360 fps = ~ 0.00277 ms
679 fps = ~ 0.00147 ms

Step 1 made the rendering about 13 times faster.
Step 2 - only 2 times (though it is more knotty in implementation).

Anyway, very interesting data. When the time come to the bound of few milliseconds it is more and more difficult to squeeze out additional performance.


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