Game Development Community

The old question

by ChenJian · in Torque Game Engine Advanced · 06/19/2007 (10:49 pm) · 9 replies

As I have asked this question before, and I have not gotten any useful information yet, I would like to put the issue again:
I experienced an issue with incredibly low framerate,it happens when I face a area with many houses (difs) all standing close to each other. The scene like this:
lh5.google.com/image/chenjianjack/RndKcIa9RzI/AAAAAAAAAA0/xI_pi45e20Q/111.JPG?imgmax=512
System Information as follows:
OS: Windows
CPU: Intel Pentium D 2.4GH
Memory: 1GB
Video Card: 8800GTS 320MB
Sound Card: Integrated
Hard Disk: 80GB
Connection: LAN

Has someone gotten into the same situation? This bug has badly blocked my process, and I would sincerely appreciate if anyone can give me some advice.

#1
06/20/2007 (12:46 am)
More details:
I would like to check if this is caused by my dif. So I uesd a clean mission and added orkbase.dif(From the TEGA Demo) as many as I can. When added as follows, the TGEA began stuttering:

lh3.google.com/image/chenjianjack/RnjVcYa9R2I/AAAAAAAAACQ/jrMDGAAaUfY/lag11.JPG?imgmax=512
And then I tried to delete some of the models, the TGEA went crash :( . However, reloading the mission was fine( I have saved the mission as soon as I added a model), and I could easly delete one of the models.
On the other hand,when I tried to add my own model, I could add much fewer and the TGEA went stuttering as follows:

lh4.google.com/image/chenjianjack/RnjVXoa9R1I/AAAAAAAAACI/EFEhbLq2NpY/lag22.JPG?imgmax=800
Does that means my difs indeed attribute to the lagging. My difs are built by Constructor 1.0.2 and exported using "Export as legacy TGEA dif", the following image shows some detail:

lh3.google.com/image/chenjianjack/RnjaDYa9R3I/AAAAAAAAACc/OkaS3kKJNso/lag33.JPG?imgmax=800
After exported, my dif file is 497KB while the orkbase.dif is 2441KB, So I don't think the file size shots the point.

Any ideas would be grateful.
#2
06/20/2007 (12:55 am)
I haven't checked, but maybe the dif included with TGEA have LODs and yours doesn't? (that would account for the larger filesize too).
#3
06/20/2007 (1:10 am)
Thanks Magnus. I feel a little stupid to ask how to use the LOD. Because I have used Constructor from the beginning and I am such a newbie to TGEA, I have never met any LOD requirements. In fact, all the difs can run well in TGE 1.5.2 without the LOD.
I would be very glad to try your advice to take the LOD, but could give me some hints?
Thanks again.
#4
06/20/2007 (1:54 am)
tdn.garagegames.com/wiki/DIF/LOD should get you started.
#5
06/20/2007 (2:03 am)
Yes, I have read this thread, but I do not know how to apply it in Constructor, I think I must be stupid :(
#6
06/27/2007 (11:50 am)
LOD is pretty simple in Constructor. Much like with map2dif, you have to name all of your files with the same name and a trailing _# (for example: myscene_0.csx, myscene_1.csx, myscene_2.csx). If you want to export a scene with LOD then you will need to load all of the different LODs into Constructor at the same time. Then when you go to export it will automatically detect that the file names are the same and will present you with a dialog to select your LODs.
#7
06/27/2007 (5:19 pm)
:) Sunds nice, I would like a try.
Thanks, Matt.
#8
07/22/2007 (4:00 am)
Definitaly a 'need to know'. I've added this nugget to TDN.
#9
07/22/2007 (5:53 pm)
So could you give us a link?