vehicles 'shaking' when idle

vehicles 'shaking' when idle

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

vehicles 'shaking' when idle

Post by Wombat »

i mean, when engine works, idle vehicle starts to shake a bit, was wondering how 500 units with such animation affect game performence.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: vehicles 'shaking' when idle

Post by bobthedinosaur »

I'd first suggest, cleaning up what you are trying to say so your message isn't as confusing.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: vehicles 'shaking' when idle

Post by Wombat »

arf, i mean animation. most vehicles in rts games got small animation that makes them tremble (better word?) when idle. i want to know how 500 of such units affect games performence.

cool ?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: vehicles 'shaking' when idle

Post by smoth »

Not too bad really. Grab gundam

/cheat

/give 100 zakutank

watch idle animations.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: vehicles 'shaking' when idle

Post by smoth »

I find that giving is smaller clusters seems to not tank spring as much(don't ask me why)
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: vehicles 'shaking' when idle

Post by zwzsg »

Because then they're not in sync, so the load is distributed, and you feel a global slowdown instead of periodic hiccups.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: vehicles 'shaking' when idle

Post by knorke »

i guess you could add some random sleep in create to make the animations unsync
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smoth
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Joined: 13 Jan 2005, 00:46

Re: vehicles 'shaking' when idle

Post by smoth »

but the units are still in sync.
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: vehicles 'shaking' when idle

Post by bobthedinosaur »

i think he means the spawning not the idle code?
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smoth
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Joined: 13 Jan 2005, 00:46

Re: vehicles 'shaking' when idle

Post by smoth »

correct. spawning
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: vehicles 'shaking' when idle

Post by knorke »

i mean something like

script.create ()
sleep (random (100, 1000)
startthread (idleanimation)
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: vehicles 'shaking' when idle

Post by smoth »

all of them are created at the same time so say you do a startscript, it's conditions are on that cyle. The timer just means it skips animating every so many of them every so often but it still has to check the timer for all simultaneous units.

Again the scripts are not that taxing, I am just saying that the fastest way to test it (spawning say several hundred units) can create an unnatural spike as all those units spawned in teh same cycle as opposed to spread out like z said.
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