How to show draw calls?
by Alessandro · in Torque 3D Professional · 10/07/2011 (2:55 am) · 8 replies
Hello,
I need to check how many draw calls do my game, but I cannot find any way.
Please can you explain me how to do that?
Currently I can only measure FPS :-(
Thank you!
I need to check how many draw calls do my game, but I cannot find any way.
Please can you explain me how to do that?
Currently I can only measure FPS :-(
Thank you!
#2
I confirm, I didn't find that function anywhere, even if is VERY important!
10/07/2011 (3:59 am)
thank you!I confirm, I didn't find that function anywhere, even if is VERY important!
#3
10/07/2011 (4:11 am)
It's located in "core/scripts/client/metrics.cs", so that could be the reason why it's not documented, I suppose.
#4
10/07/2011 (7:09 am)
That is weird - when I get to work this morning I will put this on my list of things to fix. It belongs in the script reference, but it's apparently not there....
#5
I've never gotten caught up in the need for documentation, but have read or skimmed through every single code file included with Torque - which is how I learned what goes where and what does what. Of course that can be a liability for a newcomer...
10/07/2011 (7:24 am)
The code itself is documentation ;)I've never gotten caught up in the need for documentation, but have read or skimmed through every single code file included with Torque - which is how I learned what goes where and what does what. Of course that can be a liability for a newcomer...
#6
I'm a single person, so I think a good documentation is mandatory for a good game engine.
10/07/2011 (7:27 am)
@Micheal, maybe you have enough time to spend to read every single line in Torque.I'm a single person, so I think a good documentation is mandatory for a good game engine.
#7
Fortunately for you, Alessandro, GarageGames is ramping up to really improve the Torque documents across all of our engines. You should see incremental improvements over the next few months, but there is a ton of work to do. I have a few areas I'd personally like to see fixed....
10/07/2011 (12:07 pm)
I agree with both points of view. I have a tendency to read code as it gives me trouble. If it behaves well then I don't read it.Fortunately for you, Alessandro, GarageGames is ramping up to really improve the Torque documents across all of our engines. You should see incremental improvements over the next few months, but there is a ton of work to do. I have a few areas I'd personally like to see fixed....
#8
Every engine has pro and cons, and I can say Torque is a very good product (and consider I tried more than 10 engines!)
About documentation: my personal opinion is that if you want to catch more users, they should be able to start to be productive soon. The only way to achieve this is: documentation. That is one thing that everybody "forget". 3D engine, as many other products, are really complex, and I can say I stopped to use some engines since I spent more time to understand how the engine works instead of work on my project self.
I'm a programmer since from 25 years, and I learned MANY programming languages (computer programming for me is a passion and my primary job!). So I know what @Micheal is saying.
But the problem is many people cannot spend so much time to ask to the forum, see/learn source code, googling here and there to get ANY information.
Some days ago I tried the revamped engine Nuclear Basic. I can say the engine seems very promising, and fast. But I left it since there is NO documentation!
Documentation is underestimated by many people, but I think, it is more important a great documentation, great examples, great tutorials, than having one million of features (that probably I will not be able to use since I haven't documentation to understand how it works!!).
This is my 2'cents opinion.
(I'm using Torque to make my second game, and I think Torque is really amazing!)
Cheers!
10/07/2011 (1:10 pm)
I know your main target is very difficult to reach, even because in the market there are a lot of competitors.Every engine has pro and cons, and I can say Torque is a very good product (and consider I tried more than 10 engines!)
About documentation: my personal opinion is that if you want to catch more users, they should be able to start to be productive soon. The only way to achieve this is: documentation. That is one thing that everybody "forget". 3D engine, as many other products, are really complex, and I can say I stopped to use some engines since I spent more time to understand how the engine works instead of work on my project self.
I'm a programmer since from 25 years, and I learned MANY programming languages (computer programming for me is a passion and my primary job!). So I know what @Micheal is saying.
But the problem is many people cannot spend so much time to ask to the forum, see/learn source code, googling here and there to get ANY information.
Some days ago I tried the revamped engine Nuclear Basic. I can say the engine seems very promising, and fast. But I left it since there is NO documentation!
Documentation is underestimated by many people, but I think, it is more important a great documentation, great examples, great tutorials, than having one million of features (that probably I will not be able to use since I haven't documentation to understand how it works!!).
This is my 2'cents opinion.
(I'm using Torque to make my second game, and I think Torque is really amazing!)
Cheers!
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