Better FPS :/ (frames) - Page 2

Better FPS :/ (frames)

Requests for features in the spring code.

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AntiElite
Posts: 26
Joined: 28 Nov 2007, 19:15

Post by AntiElite »

Do not play this, it's pure flame wars and even more flame wars.

Did I say flame wars?

Oh right, forgot it, it's pure "I pwn! Everyone else = noob"
Last edited by AntiElite on 12 Dec 2007, 20:28, edited 1 time in total.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

AntiElite wrote:Ageia's PhysicX :roll: :roll: :roll:

And http://www.aiseek.com/Intia.html :roll: :roll:

CPU + GPU + AIPU + PPU = $$$$$$$$$$$$$$
and it doesn't help for spring.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Making planes fly at different altitudes
won't stop their collision checks from
running, but it might (depending on the
height differences) speed up each check
marginally, since there'd be less units
within collision-range of each other on
average. Note that this isn't so much a
pathfinding as a pathfollowing problem,
pathfinding for aircraft obviously requires
very little CPU.
Free verse poems now, kloot? What can't you do :P
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Aircraft pathing is more like a flocking simulation than it is a collision checking simulation.

2 aircraft can still bump into eachother and aircraft will still check eachother because they recalculate their velocity orientation and direction each frame according to sets of values based on the unitdef and the immediate environment.

This is why swarms of aircraft are so laggy.
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

well we do need to do something with spring being slow..it doesn't use duel core or quad core so we need to make it as good as possible so people can still play it as it gets bigger and might become more demanding with mods increasing average unit amounts per average game.
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Post by Licho »

I completely believe that interfaceDraw figures. It appears to be horribly slow for what it does, for some reason (usually taking 30% of FPS on my system).

Even such simple thing as disabling list of players on the right can help significantly..
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