Player Model Size
by Jerane Alleyne · in Torque Game Engine · 04/26/2002 (4:28 am) · 2 replies
I almost for got to ask this question...
After a test run of playing our game online, we have noticed somewhat of a performance drop when our players are around some of our building structures. Now while I know Torque has some problems with large numbers of buildings, this seems to be different...
On average, our player models are around 7-12 meters in height ( its a mech game :) ). The reason I mentioned size is because the regular sized player model that was included in the demo seems to work fine. In the Scorched Earth map on the Torque demo is the first time I noticed this, with our 7 meter tall player model next to the building structure. We've adjusted the bounding boxes in the PlayerData datablock class accordingly, but there is still a performance drop with certain structures.
The most basic course of action would be to scale down the players and structures to "human" soze, but I'm concerned with the sense of scale...it might not look correct. I'm looking at the Mass and Drag fields in the player clas datablock, to see if that might help...unfortunately, that won't be for another week or so :(
If anyone has run into this, or found any solutions, I'd appreciate it.
Thanks :)
Jerane Alleyne
==============
Lead Artist
www.eventalpha.com
After a test run of playing our game online, we have noticed somewhat of a performance drop when our players are around some of our building structures. Now while I know Torque has some problems with large numbers of buildings, this seems to be different...
On average, our player models are around 7-12 meters in height ( its a mech game :) ). The reason I mentioned size is because the regular sized player model that was included in the demo seems to work fine. In the Scorched Earth map on the Torque demo is the first time I noticed this, with our 7 meter tall player model next to the building structure. We've adjusted the bounding boxes in the PlayerData datablock class accordingly, but there is still a performance drop with certain structures.
The most basic course of action would be to scale down the players and structures to "human" soze, but I'm concerned with the sense of scale...it might not look correct. I'm looking at the Mass and Drag fields in the player clas datablock, to see if that might help...unfortunately, that won't be for another week or so :(
If anyone has run into this, or found any solutions, I'd appreciate it.
Thanks :)
Jerane Alleyne
==============
Lead Artist
www.eventalpha.com
#2
Thanks!
Jerane Alleyne
==============
Lead Artist
www.eventalpha.com
04/28/2002 (5:02 am)
Hmmm....that's interesting. The problem I have, however, is not with terrain. On regular terrian, the performance if great...its when there is contact with certain .DIF structures. But if what you're saying applies to those as well, then I think I see your point. I'll try to cut shadows when I get back, to ee what that might do.Thanks!
Jerane Alleyne
==============
Lead Artist
www.eventalpha.com
Associate Ken Finney
Tubetti World