A Flash Developer Resource Site

Page 2 of 2 FirstFirst 12
Results 21 to 40 of 40

Thread: [feedback] fake 3d engine, or how to trick flash to do things faster

  1. #21
    Senior Member DayDream's Avatar
    Join Date
    Aug 2000
    Location
    Belgrade/ Serbia
    Posts
    370
    IMPRESSIVE
    great job... olli...

    25fps 2gig laptop
    19-20fps during the rotation of the whole scene

    WOW - putting this stuff into a game would be
    a killer...

  2. #22
    383,890,620 polygons nGFX's Avatar
    Join Date
    Oct 2002
    Location
    Germany / Ruhrgebiet
    Posts
    901
    "win ME infact"
    not that far away ...

    "you going to build a mini tank race game with this engine"
    not in the first place. although i had a short look at an abandoned 4 player tank game i wrote 2 years ago ...

    "Cool engine!
    I'm really impressed by the frame rate, especially considering the game screen size."
    thanks. as for the screensize: i tried 800x600, too. i didn't notice a slowdown (on my box, 2ghz) , but i thought i might better try not to stress my luck.

    "I got an average of about 3 fps, a minimum of 2 fps, and a maximum of 5 fps. The render time was about 18 to 20 ms on average"
    wow. and i was cursing when i hit 20 fps after i've added some more faces ...

    "WOW - putting this stuff into a game would be a killer..."
    guess what it's for?

    nGFX

  3. #23
    Member
    Join Date
    Nov 2003
    Posts
    90
    1.8Hz 256MBRam High:28 Low:18 Average:21-24.... Went and did some space exploring... and got lost.... LOL....

    but my only comments is... the foward and back act like booster on a space guy... if u hold em down, the robot will cont. to move in that direction until a countermovement is inputed... but on the turn it's not like that... i would just change that... cuz if u hold down the up key, it will cont. to move and not even slow down, until u hit the down key and slow it down to a stop.... other then that... great art....cant wait to see the finish work...
    Freakwncy - God made me a nerd because:
    If the Penagon didn't have someone to reformat their
    HD's, they would be full of porn and
    online games.

  4. #24
    383,890,620 polygons nGFX's Avatar
    Join Date
    Oct 2002
    Location
    Germany / Ruhrgebiet
    Posts
    901
    Quote Originally Posted by Freakwncy02
    but my only comments is... the foward and back act like booster on a space guy... if u hold em down, the robot will cont. to move in that direction until a countermovement is inputed... but on the turn it's not like that... i would just change that... cuz if u hold down the up key, it will cont. to move and not even slow down, until u hit the down key and slow it down to a stop.... other then that... great art....cant wait to see the finish work...
    thanks for the art comment and the note about the movement, but i must admit that nothing of that will be in the final game the engine was made for.
    the house textures are someting i pushed togther for some 3d work and the robot is from crystalis (which will feature the same engine)

    as i said i just threw in some very basic movement just to make the demo a bit more interresting

    nGFX

  5. #25
    Senior Member dudeqwerty's Avatar
    Join Date
    Mar 2005
    Location
    Bosnia
    Posts
    1,626
    36fps max on 2gb DDR2, 4Ghz laptop, EI

  6. #26
    383,890,620 polygons nGFX's Avatar
    Join Date
    Oct 2002
    Location
    Germany / Ruhrgebiet
    Posts
    901
    36fps?

    wow that beats my deepest hopes ... mhm, although i've published it with 30fps !?

    do you have the v8 plugin installed?

    nGFX

  7. #27
    Senior Member dudeqwerty's Avatar
    Join Date
    Mar 2005
    Location
    Bosnia
    Posts
    1,626
    no, not sure why it came up so high? might have been a glitch?

  8. #28
    ism BlinkOk's Avatar
    Join Date
    Aug 2001
    Location
    , location, location
    Posts
    5,002
    awesome ng. just fantastic
    22 fps
    2.8 Ghz 2Gb FF
    Graphics Attract, Motion Engages, Gameplay Addicts
    XP Pro | P4 2.8Ghz | 2Gb | 80Gb,40Gb | 128Mb DDR ATI Radeon 9800 Pro

  9. #29
    Script kiddie VENGEANCE MX's Avatar
    Join Date
    Jun 2004
    Location
    England
    Posts
    2,590
    How exactly did you make it this fast, anyway? What did you do differently, and what are the limitations of what you can do with the engine?
    http://www.birchlabs.co.uk/
    You know you want to.

  10. #30
    Cubed Member Soccr743's Avatar
    Join Date
    Mar 2004
    Location
    Maryland
    Posts
    163
    nGFX, I got around 26 fps constant on P4 2.8 gHz computer.

    Now, would you mind saying how many movieclips are actually in that? I cant imagine that it would be that many (Maybe 10 or so). For that to be a game you need to have close to twice as many as you would now to keep it from being such an open enviornment. If that is the case, would your engine be able to keep up with a good FPS?

    -----Soccr743-----

  11. #31
    383,890,620 polygons nGFX's Avatar
    Join Date
    Oct 2002
    Location
    Germany / Ruhrgebiet
    Posts
    901
    dudeqwerty, i guess it may have been a problem with the framecounter (or the pentium division bug)

    BlinkOk, hey mate, long time no see. sometimes flash behaves just weird (on my 2ghz box, ff, f7 plugin) i get a constant 26 fps ...

    Quote Originally Posted by VENGEANCE MX
    How exactly did you make it this fast, anyway? What did you do differently, and what are the limitations of what you can do with the engine?
    k, one major drawback is the limitation of one(!) tilt angle per scene, so if you decide to use a 45° down view (like in the demo) you have to live with it. this is because some of the time consuming sin/cos/tan calculations are stored in arrays. so it's basically this (and the secret highly optimized data-handling )

    Quote Originally Posted by Soccr743
    Now, would you mind saying how many movieclips are actually in that? I cant imagine that it would be that many (Maybe 10 or so). For that to be a game you need to have close to twice as many as you would now to keep it from being such an open enviornment. If that is the case, would your engine be able to keep up with a good FPS?
    mhm, in this demo i used 5x5 tiles for the floor (256x256px png), 6 faces per building and two sprites, so there are currently +/-78 MCs (39 faces) on screen (usually MCs 2 per face, plus some container MCs).
    the current WIP version of the game (or better the first map) uses 10 map elements (which consist of 5x5 tiles) wich results in an area of 3000x7500px.
    there are currently around 110 objects on that map (walls, trees, hills (yes, slope support), but i limited the number of objects to +/- 20 per visibility group (why render things that are not visible), as flash *cannot* handle all objects at the same time -> mostly because gfx rendertime).
    display size is 640x480px.
    it still runs at 23fps on an 1.6ghz box ...

    though the faces in the demo are quite large, which also isn't that good for speed ...

    cheers, nGFX

  12. #32
    Official Shoe Shiner thehumanchimp's Avatar
    Join Date
    Jul 2003
    Location
    London
    Posts
    953
    WOW! Just tried it on my new computer (3.21 GHz, Win XP, 512 MB Ram) and I must say its so amazingly smooth. I thought running it on my old computer was smooth, but running it on this computer is just uber (i hate using that word ) smooth. Well done!

    Pretty constant 24-26 fps on both Firefox and IE
    Message on a gravestone: I finished before you in the human race.

    Using: Flash MX

  13. #33
    383,890,620 polygons nGFX's Avatar
    Join Date
    Oct 2002
    Location
    Germany / Ruhrgebiet
    Posts
    901
    (schouldn't it be: über? - german keyboards are cool , sometimes )

    nGFX

  14. #34
    Official Shoe Shiner thehumanchimp's Avatar
    Join Date
    Jul 2003
    Location
    London
    Posts
    953
    lol ok - next time i'll invest a little more time to go and find it in character map
    Message on a gravestone: I finished before you in the human race.

    Using: Flash MX

  15. #35
    ism BlinkOk's Avatar
    Join Date
    Aug 2001
    Location
    , location, location
    Posts
    5,002
    i woz just havin a play with it again and found that if you slow the robot way down and move at angles then sometimes he looks like hes sliding rather than going in the direction he's pointing.
    Graphics Attract, Motion Engages, Gameplay Addicts
    XP Pro | P4 2.8Ghz | 2Gb | 80Gb,40Gb | 128Mb DDR ATI Radeon 9800 Pro

  16. #36
    Script kiddie VENGEANCE MX's Avatar
    Join Date
    Jun 2004
    Location
    England
    Posts
    2,590
    Macs don't have a character map. It's a lot easier for us to add accents to letters. We just have to use a hotkey on the keyboard to choose the accent we want, and then the next letter we type in will inherit that accent. For instance, if we typed in 'a' after the following keyboard shortcuts, it would turn into:

    Alt + E = á
    Alt + ` = *
    Alt + U = ä
    Alt + I = â
    Alt + N = ã

    B-e-a-utiful.
    http://www.birchlabs.co.uk/
    You know you want to.

  17. #37
    383,890,620 polygons nGFX's Avatar
    Join Date
    Oct 2002
    Location
    Germany / Ruhrgebiet
    Posts
    901
    blink, yep i know, this happens when you move at "fractions" of a "unit", like:

    x += 0.75;
    z += 0.3;

    (although it looks more like: )
    Sprite_obj.Pos_vec.add(new Vector_Object(0, 0, -Sprite_obj.Speed).RotateY(Sprite_obj.Dir_vec.y));

    nGFX

    when rotating and moving the faces this adds up and it looks like the rooby is sliding (i think i can find a way around it in the actual game.

  18. #38
    Junior Member
    Join Date
    Jan 2002
    Posts
    18
    Neat =)

    23-25FPS (4-5ms/frame)
    Pentium 4 2.53GHz (512MB RAM)
    WinXP/IE 6
    Got Milk?
    FaeKitty >^.^<

  19. #39
    better than chuck norris
    Join Date
    Jun 2004
    Location
    West Coast of Michigan
    Posts
    667
    30fps 3.5ghz 1g ddr ram

    the ground squares seemed a ltitle choppy tho
    Last edited by Santuria; 06-26-2005 at 05:54 PM.

  20. #40
    Member
    Join Date
    Jul 2001
    Posts
    87
    A mazing

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  




Click Here to Expand Forum to Full Width

HTML5 Development Center