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Prime_8
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« on: May 13, 2012, 11:18:02 AM » |
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Mucking about with a un-named project again i have found Paint.net has grown soomany plugins .. theoops1.jpg was made 100% inside PDN .. using plugins and such for PDN & teh PS plugin host for PDN . the other pics are early in engine test for the un-named project that has been ressurected under a new banner. ~ i just could not keep making tools.  I have some CG art friends in on it too! group project so to speak .
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T_M_C
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« Reply #1 on: May 14, 2012, 09:17:18 AM » |
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Nice screenies. I bet you've got a lot of media from unfinished projects. Just like me.  TMC
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fog
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« Reply #2 on: May 14, 2012, 05:44:28 PM » |
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Yeah that looks great Prime. I bet you've got a lot of media from unfinished projects. Just like me.  I've got hardly any media from unfinished projects.....because even my finished projects use hardly any media. When you're crap at something it's best avoided 
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Prime_8
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« Reply #3 on: May 23, 2012, 03:57:46 PM » |
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yeha buy you have finished games.. LOL
i think i'm coming to the reality i'm a tool builder. LOL
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fog
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« Reply #4 on: May 24, 2012, 11:57:40 AM » |
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i think i'm coming to the reality i'm a tool builder. LOL
But that's where the money is 
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T_M_C
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« Reply #5 on: May 25, 2012, 10:09:32 AM » |
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Have to agree with Fog.
TMC
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Prime_8
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« Reply #6 on: May 26, 2012, 07:38:19 PM » |
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fog
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« Reply #7 on: May 27, 2012, 06:46:03 PM » |
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Are you controls, GUI etc timer based in your editors Prime? Just seeing the huge FPS counter on screen there I wondered if it would have any impact running on slower machines? And just out of curiosity, why do you not cap the frame rate? 
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Prime_8
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« Reply #8 on: May 27, 2012, 10:42:26 PM » |
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na , nf has systems for auto tweening . + i use my own 33/1000 time pulse on non tweened imputs
nf even has settargetfps(fps). it forces the movement and imouts to run as if was only that fps . nf's tweening is very extensive .
during testing i use it as "how much hp did that new feature add " , finat release it's just a ini setting
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[Launch] SetAppHighPerformance=1 Set3DVSync=0 Set3DTargetFPS=0 SetWindowLimitFPS=0 // for ozy // 0 = start in wee window ( f12 swaps between 0 & 1 at run time ) // 1 = start full screen windowed ( f12 swaps between 0 & 1 at run time ) // 2 = start full screen exclusive ( f12 is dissabled, you cant load your own rig in this mode yet ) FSmode=0 FSx=1366 FSy=768 FSb=32 // [Inputs] KeysFile=defaultkeys.ini [Effects] PostFX=0
::::::
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fog
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« Reply #9 on: May 29, 2012, 07:09:46 PM » |
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Ah right  Right now I've just got timers around various bits of code so that I can see how fast they are running. I reckoned this would be the best way to approach things when targeting multiple platforms. Simply relying on the frame rate as an indicator of performance wouldn't tell me everything I need to know as (I'm guessing) different platforms will struggle in different areas and I'll need to know where they are when it comes to optimisation.
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Prime_8
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« Reply #10 on: May 30, 2012, 02:29:01 AM » |
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yeah i time segments when i hit a nasty spot .
the load is mostly 3d fill rate related so i look at my lowest spec users rig fps , if it averages less than 60 i start trimming fat in the low rez version . ie no need for 6x 2048*2048 textures for skybox. but it does make stars look fully HD once skybox ent is streached in view .
but most can get by with 512*512x6 .
in nf cpu usage and gupu are very cleverly linked . not like most engines . loads of options under the hood .
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fog
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« Reply #11 on: May 31, 2012, 01:57:21 PM » |
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the load is mostly 3d fill rate related so i look at my lowest spec users rig fps , if it averages less than 60 i start trimming fat in the low rez version . ie no need for 6x 2048*2048 textures for skybox. but it does make stars look fully HD once skybox ent is streached in view .
Do you hard code your optimisations so it runs ok on lesser devices or are they dynamic? I'm checking for what device my code is running on and use hard coded settings for graphical detail, target frame rate etc, but I may also have to put in some checks and drop detail in game if the frame rate still drops too much. On PC its usual just to give the user a bunch of settings and let them adjust as required, however on mobiles I've never seen that done before and users just expect things to work.
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Prime_8
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« Reply #12 on: May 31, 2012, 11:11:29 PM » |
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opto's is mix .. it will outo sence #of cores , threads and the like .. if shaders are used and not supported it will try to fallback to plain not just faill .
if you ask for DX10 , ro DX11 , and they are not supported it will try to fall back to DX9c .
someof teh hard coded stuff i made avalible via a ini . so end user can switch on and off . ( later stuff that can be done thread/module safe , may be ina menu for run time adjusment , but wait VBL / vsync() is not . that has to be done pre any D3D device creation .
:: rite now i'm trying to make a string parser hat will pull the first int encounterd in a string into a new string in C++ ie filaename465484hssh28278.png will return "465484" , so .. i'ts not needed to be fast just accurate , i need to pull sprite anim cell count from file name on load . teh firct int is the cell count . i can string pasre the rest once that number is found .
hmmm .
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Prime_8
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« Reply #13 on: May 31, 2012, 11:56:46 PM » |
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lol this will work string GetNumberFromStr(string str , bool blank = false ) { //parse for replace or cutout . size_t found; string rez = "" ;
found=str.find_first_of("0123456789"); while (found!=string::npos) { if(blank) { str[found]= '-'; // blank targets } else { rez += str[found] ; // extract targets } found=str.find_first_of("0123456789",found+1); } return rez ; }
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fog
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« Reply #14 on: June 02, 2012, 09:33:47 PM » |
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Cool. That's the sort of little coding puzzle that I like working on best. 
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