Ambiera ForumDiscussions, Help and Support. |
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I've been working on a project for quite some time now, and regardless of polygons or textures I have too much performance drop in my game - mind you its a few GB now, and coppercube estimates 1gb of memory required to run scene which I have much more - leading me to believe its the behaviors or how coppercube compiles the C, any ideas? This project is important to me. |
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are you using one large terrain? coppercube has frustum culling which culls stuff that is out of sight of the camera... if your terrain is one large piece, it is always in your camera view... also is anything parented to it... simple way to test that is clone a crap load of cubes, look at them, see fps drop, turn around, fps is fine... next get rid of any collision you don't need, simplify the collision you do have--for example, use a cube with collision on the model that doesn't need fancy colliding enabled... those two things should see you getting some better frames... i'd check those first.. but it's hard to tell without seeing your project |
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Scripts will drop framerate also..each script takes time to run so depends how difficult calculations are made in script it takes more or less time.. |
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I am using one large terrain but i am also using occlusion culling so that is irrelevant. Would anybody like to help with the project in this regard and be credited etc? Would be much appreciated. |
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Or in any regard if you want to contribute you can, the game is 1GB to download already and project files are 15GB |
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it has a 3d inventory, game saving, zombie walkers and runners with dynamic spawning system based on how much noise you make (i.e gunshots will attract hordes), a simple(for now) map with the style and visuals(mostly) i have been going for. It has multiple guns, a crate looting system, a cash system, stamina mechanic, arid radiation and bodily radiation mechanics(in future will make you slow and other effects for now just kills you in time), consumables with different buffs like soda for thirst and radiation, breakable trees, craftable tents and campfires, simple friendly survivor AI npc that attack zombies(in future will give story missions). And much more. Heavily inspired by games like S.T.A.L.K.E.R G.A.M.M.A, S.T.A.L.K.E.R Call of Pripyat, Project Zomboid and 7 Days to Die and others like it. |
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is each tree in your game waiting to be broken every frame? not sure how relevant that'd be to your framerate, tho. |
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You've mentioned that you have some zombies and other AI-driven stuff, does every instance of a character have its own script attached? I had some performance problems when I was working with AI in my game, so, to boost performance, I made it so that there is a single AI that controls all 30 (or 40?) enemies at once, rather than having 30 AIs. Decently helped with performance. I will mention, however, that it required to use some global variables and stuff to get this done. It might be a bit messy or hard to work with. Some calculations for AI can also be limited in amount (not sure how to explain it), like how many AIs can do some things per frame. For example, make it so that only 5 enemies can do pathfinding at once. Also, collisions and animated meshes do no good for performance. The first one depends heavily on the polygon count, from my own tests. So, if you have some faraway characters, you might as well hide their models. Considering how much stuff your game has at this point (which is impressive, by the way), I believe you've implemented some of these optimizations already. |
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Maybe this behavior of saving and loading clones of scene elements with position, size and angle will give you an idea about managing fps performance... You can think of this as the level loading system that occurs when moving from one area to another in any game. https://dosya.co/pyk9svn1tsgx/save_system.rar.html |
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