Game Development Community

Performance measures

by Marvin Gouw · in Torque Game Builder · 04/15/2005 (9:13 pm) · 1 replies

Hi, I'm not sure if this has been asked elsewhere,( I'm somewhat new here, haven't used the forums for a while and don't know if there's a search function somewhere) but here are some questions I have about the engine:

1) How many entities can the physics engine handle before choking(on a 2GHz computer)? Is there a way to set certain properties on entities so that the physics engine only tests subsets of the world?

2) What's the average number of sprites that can be rendered on your average 3D card?

3) How efficient is the scripting language, can you program something like say, starcraft singleplayer in the script language and have it run at a decent rate? To be honest, I'm not a fan of scripting languages. To me they just add as an extra overhead to performance, something that can be avoided, unless that is, the design of the game warrants its consideration.

4) I have yet to glance over the rendering code, and being lazy right now, if anyone knows, does the engine require a 3D accelerator card?

I tried some performance tests in terms of numbers of entities, and the demo game included slows quite considerably when I up the count to somewhere like 200 - 300 entities on my 2.8Ghz computer. That's it for now, I haven't had much time but it looks promising. Thanks.

-Marv

#1
04/15/2005 (9:59 pm)
Well, it was said that that version of the engine is very early, and that optimizations/overhauls are going into releases from here on out. Someone asked if we could all do tests on various computers, but it became apparent that the tests would be invalid in days, and invalidated more in weeks.

Yes, it requires OpenGL/Direct X 8 support, which would require a mildly capable 3D graphics card (from as far back as a TNT2, I believe).

Try this link for another similar thread where these questions may be answered