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EDuke32 2.0 and Polymer!  "talk about the wonders of EDuke32 and the new renderer"

User is offline   Plagman 

  • Former VP of Media Operations

#2821

I think you have to press Ctrl-P for it to toggle parallaxing modes, it shouldn't do it randomly.
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User is offline   Diaz 

#2822

I believe I have asked this before, but is it possible to create Polymer spotlights that don't cast shadows?
Would be quite useful for optimization, or for using the spotlights as texture projectors only. Thanks!
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User is offline   Plagman 

  • Former VP of Media Operations

#2823

I think there's already a flag to achieve that internally, the issue is how to specify it using the SE. It was already super hackish to cram all the light members into the SE members like that and I think we're out of space by now. If there's a member that could be used for that then I it would be trivial.
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User is online   Danukem 

  • Duke Plus Developer

#2824

View PostPlagman, on 16 April 2012 - 02:46 PM, said:

I think there's already a flag to achieve that internally, the issue is how to specify it using the SE. It was already super hackish to cram all the light members into the SE members like that and I think we're out of space by now. If there's a member that could be used for that then I it would be trivial.


AFAIK pal is not used for anything (except in DukePlus), since the light color is determined by xvel/yvel/zvel. I suppose clipdist could be used as well.
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User is offline   Mblackwell 

  • Evil Overlord

#2825

Couldn't just use an htflag? Though not sure if those can be set from mapster.
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User is offline   Diaz 

#2826

Pal would be the easiest IMO. It's not used for anything. DukePlus uses pal 1 and 2, but the no shadow flag could be set for pal 3, for example, and it wouldn't break anything.

This post has been edited by Diaz: 16 April 2012 - 07:17 PM

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User is online   Danukem 

  • Duke Plus Developer

#2827

View PostDiaz, on 16 April 2012 - 07:13 PM, said:

Pal would be the easiest IMO. It's not used for anything. DukePlus uses pal 1 and 2, but the no shadow flag could be set for pal 3, for example, and it wouldn't break anything.


Or pal 4, since that would make it visually obvious that there was something different about that SE.
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User is offline   Jimmy 

  • Let's go Brandon!

#2828

I usually use Pal 3 to tag miniboss Battlelords. Other people may as well, it's just a thought.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2829

That's not a good idea, since there is one instances which the CON sets pal 21 to the Battlelord, which is the palette it will return to after it is frozen.
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User is online   Danukem 

  • Duke Plus Developer

#2830

Are you guys smoking something? We were talking about pal on an SE50, not on battlelords and whatnot.
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User is offline   Diaz 

#2831

Yeah, we'd use a different pal for the SE itself, not for objects we don't want to cast shadows individually <_<
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User is offline   Plagman 

  • Former VP of Media Operations

#2832

Sure, I guess; I hate to pile more hacks on top of hacks, but whatever. I'll try to get it hooked up to the pal bit.
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User is offline   Diaz 

#2833

That's awesome! Sure it will be great to be able to project textures and having spot-shaped lights that don't kill performance... thanks a lot <_<
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User is offline   Helixhorned 

  • EDuke32 Developer

#2834

Why not use cstat bit 24 (wall-aligned)? It's one bit we need, after all, so when somebody comes around requesting a property that really needs a scale, pal will be available. It might mildly break existing maps if people wall-aligned their SE50s for some reason (e.g. to make their direction obvious).
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User is online   Danukem 

  • Duke Plus Developer

#2835

View PostHelixhorned, on 17 April 2012 - 10:17 AM, said:

Why not use cstat bit 24 (wall-aligned)? It's one bit we need, after all, so when somebody comes around requesting a property that really needs a scale, pal will be available. It might mildly break existing maps if people wall-aligned their SE50s for some reason (e.g. to make their direction obvious).


People sometimes wall-align sprites by accident, but on SE50 that's probably very rare.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2836

View PostMblackwell, on 16 April 2012 - 07:06 PM, said:

Couldn't just use an htflag? Though not sure if those can be set from mapster.

Nope, hittypes and spriteext are not stored in maps.

View PostFox, on 16 April 2012 - 08:04 PM, said:

That's not a good idea, since there is one instances which the CON sets pal 21 to the Battlelord, which is the palette it will return to after it is frozen.

Pal 3 is perfectly fine. The boss code always does "ifspritepal 0 else" for miniboss checks so pal 3 and pal 21 work equally.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2837

That's for ifspritepal command, but for spritepal it uses a value of 21.

state boss1code

  ifaction ABOSS1FROZEN
  {
    ifcount THAWTIME
    {
      ai AIBOSS1SEEKENEMY
      spritepal 21
    }
    else
      ifcount FROZENDRIPTIME
    {
      ifactioncount 26
      {
        spawn WATERDRIP
        resetactioncount
      }
    }


This post has been edited by Fox: 17 April 2012 - 03:06 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #2838

Yes, but that does not make a difference. Pal 3 will just become pal 21. It is not a reason to avoid using pal 3.
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User is offline   Jimmy 

  • Let's go Brandon!

#2839

View PostTrooper Dan, on 16 April 2012 - 09:07 PM, said:

Are you guys smoking something? We were talking about pal on an SE50, not on battlelords and whatnot.

Doh! I somehow misconstrued the conversation. Continue!
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User is offline   Diaz 

#2840

What the hell, lol....

I was suspecting you could have loads of Polymer lights as long as their radius was small and the number of objects affected low, but I wasn't expecting it to be true to this extent...

Just look at the number of lights and the framerate....

Attached thumbnail(s)

  • Attached Image: manylightshighfps.jpg


This post has been edited by Diaz: 22 April 2012 - 02:16 PM

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User is offline   Tea Monster 

  • Polymancer

#2841

Holy crap! So what has everyone else been doing wrong then?
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User is offline   Diaz 

#2842

View PostTea Monster, on 22 April 2012 - 02:36 PM, said:

Holy crap! So what has everyone else been doing wrong then?


I guess using higher radius lights, which causes many objects to be redrawn for each light; that's assuming I'm understanding how lights work, of course.
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User is online   Danukem 

  • Duke Plus Developer

#2843

View PostDiaz, on 22 April 2012 - 02:40 PM, said:

I guess using higher radius lights, which causes many objects to be redrawn for each light; that's assuming I'm understanding how lights work, of course.


In that shot you have a simple map area with some models (the arcade machines). My understanding is that the complexity of the map, and especially having lots of child sectors, greatly reduces performance and increases the amount of light calculations. On the other hand, Polymer handles models very well. So my guess is that the good performance there has more to do with the map than the radius of the lights.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2844

But the map itself is converted in a model of sort. But I guess a detailed map is a complex 3D structure no matter what.
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User is offline   Mblackwell 

  • Evil Overlord

#2845

Note: The number of objects visible across sectors slows the engine down regardless of the number of polygons in them. 1024 objects with 10k polys will be slower than 100 objects with 102,400 polys. Sounds strange maybe but the engine (Polymer) is a beast when it comes to rendering each polygon, it's the separate objects that make more of a difference in speed.
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User is offline   Tea Monster 

  • Polymancer

#2846

Is there any way to run some kind of "pre-compile" on the map while the level is loading? Maybe you could run this as a seperate process before hand?
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User is online   Danukem 

  • Duke Plus Developer

#2847

View PostTea Monster, on 22 April 2012 - 05:03 PM, said:

Is there any way to run some kind of "pre-compile" on the map while the level is loading? Maybe you could run this as a seperate process before hand?


BUILD maps don't ever get compiled. It's one of the best features of the engine and allows for great versatility and ease of mapping. The ability to change things on the fly in-game is also pretty awesome. When you realize that all the Polymer lights have to be completely dynamic with nothing compiled, it makes the performance challenges a little less surprising, no?
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User is offline   Diaz 

#2848

View PostTrooper Dan, on 22 April 2012 - 02:47 PM, said:

In that shot you have a simple map area with some models (the arcade machines). My understanding is that the complexity of the map, and especially having lots of child sectors, greatly reduces performance and increases the amount of light calculations. On the other hand, Polymer handles models very well. So my guess is that the good performance there has more to do with the map than the radius of the lights.


I believe that every object needs to be drawn once for each light that hits it. So if an object is hit by 10 lights it will have to be rendered 10 times.
A light with a large radius means more objects will be affected, and several lights with a large radius means you're redrawing the entire scene several times. So it doesn't depend on either the amount of objects or the radius of lights, but rather a combination of both. I have several more complex scenes where the framerate still stays above 60.

And yes, when you notice how fast Polymer is drawing models (which are the basic building block of today's engines) and you realize that every light is dynamic, the renderer doesn't look to be badly optimized at all!

This post has been edited by Diaz: 22 April 2012 - 09:48 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2849

I wonder, is there any planning to include all the Sector Effectors from Shadow Warrior in EDuke32?
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User is offline   Master Fibbles 

  • I have the power!

#2850

I think all of the tags were at some point integrated but it is kind of moot. TROR makes the system in Shadow Warrior useless (and it was buggy).
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