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Re: Game engine test 2 (now optimized)

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Game engine test 2 (now optimized)
From: Jeff Quan <jquan at mindspring dot com>
Date: Tue, 4 Apr 2006 16:45:58 -0700
Delivered-to: realbasic-games at lists dot realsoftware dot com
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On Apr 4, 2006, at 3:52 PM, Lo Saeteurn wrote:
Okay, I'll give it a stab. If I run into any limitations, I'll let you know. But this means that I can't use DSP anymore. If the performance gain isn't that significant, I'll use RB's trimesh.

Given my current tests with VectorLists, the bulk operators are definitely faster than updating each vertex individually. The only thing holding it back is the bug which Joe has reported as fixed for 2006r2b5.

Oh, and I notice that your Game engine does a quick wireframe toggle before launching into the game. It seems that constantly removing and appending the progress bar (an Object3D) from the RB3Dspace too often will bring your framerates to a crawl until you do the toggle, as if doing so somehow clears out an Object3D buffer within Quesa or something.

If you want to get around having to deal with that problem either adjust the load progress bar to not update quite as often, or replace the load progress bar code with perhaps a UV-animated progress bar.

==
Jeff Quan
jquan at mindspring dot com
http://www.geocities.com/jeffqportfolio/

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