Game Development Community

2nd Bug! Maybe ...

by Shannara · in Torque Game Builder · 02/25/2005 (8:31 pm) · 26 replies

Now that the forums are up, I'm moving my post here ...

The tiled map function needs major reworking :) I understand this is a first release and there are bound to be many improvements along the way, but, for a very small tiled map (1000x1000 32px sized tiles) it takes close to 2 minutes to create/load on a 3ghz computer. Since it is such a small map size, I was suprised by the very long load/create time.

If Josh or Melv would like, I can show him a way to trim that down to less then 16ms (I have done so with my own engine, even when the map size was 9000x9000 tiles, will show code on request too ...). One of the reasons of me purchasing this engine, was to hopefully have it replace mine, as I still have to do particles and dynamic lighting AND make it work on the MAC .. only have windows and linux right now. But hopefully, once T2D gets into the state of being able to use online and optimized, if it does so before I am done with mine, you bet i'll replace mine :)
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#21
02/27/2005 (1:40 am)
@Shannara: No, here is not really a good place to discuss abstract concepts for your development. As interesting as I find the subject, could you please take it into the general discussion forums for programmers rather than here? I'll join you there.

Many thanks,

- Melv.
#22
02/27/2005 (3:47 pm)
Yeppers, I was hesitant on posting here, but I'll foward to the other forum, thanks.
#23
02/28/2005 (12:09 am)
Thanks Shannara.

- Melv.
#24
03/07/2005 (4:58 am)
I just got around to addressing this potential bug and after creating/saving/loading very large tile-layers, I found that there wasn't a problem at all when driving the tests from scripts. What I did find is that there is a problem with the tile-editor itself, not T2D. For any layer being edited, the tile-editor creates a guide-layer (checkered layer) underneath the layer, which is fine. The problem occurs with the way it implements the checkered pattern itself. It essentially uses script to place alternate blended static tiles, in the case of a 1000x1000 setup, it iterates a million tiles in script which can take a considerable time. It also recreates the guide-layer when selecting different layers so the general performance of the tile-editor become unmanagable.

I'll look at an alternate method of showing a nice grid in the editor.

You can confirm this problem by removing the script-code that forms the checkered guide-layer. You'll find this in the tileedito Mod, "editorScreen.cs" (approx line 1339). Comment-out the following code:-
// Populate with tiles.
for ( %x = 0; %x < %tileCountX; %x++ )
	for ( %y = %x % 2; %y < %tileCountY; %y+=2 )
		%guideLayer.setStaticTile( %x SPC %y, tileEditorCursorImageMap );

- Melv.
#25
03/09/2005 (1:01 pm)
Thank Ye.
#26
03/09/2005 (1:49 pm)
No problem.

The tile-layers now have an option in the engine that turns on a grid showing the outlines of the tiles. This is instantaneous and can be useful for a number of situations outside of the editor.

There are also file-stream changes that we want to do for all the objects, including this one that will greatly reduce the overhead and bulk of the files but this was always going to be part of our new unified file-format, something we're working on now.

Expect some of this stuff in the next update.

- Melv.
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