indiedev that sounds cool. ive learned alot from the users here. on a different topic . after about an hour playing 1 scene or project, i noticed that 3d rad lags. not framerate, but response time. i press 'walk' and rad reaction is visibly delayed by about a second. i also noticed this in caged photon. if i play or leave a level to idle for an hour. there is a visible delay in rads reaction to input. framerate remains unchanged. have you experienced this. if so , is there a solution?
closest i saw in my game is a jerkiness while moving fwd, like lurching from spot to spot, but this happened at start of playing and fps was about 30, i don't see that at 35fps. you may have a script that is looping if you didn't add iscriptstop when needed, or just a badly coded one with excessive calculations adding up over time, or by not destroying imposters after use [they stay in memory]
or you may have found a bug [unlikely], but lucky for me my game is only 5-10mins per level. to find out, make a simple test project with just a character and 1 small room, running at 60fps, and see if it still happens after an hour, if not then likely not a bug but something you added.
but mostly you may want to try agperfmon i mentioned in my collision/.spg thread [in tech section], as it's very likely your game is falling behind in physics calcs latency which can grow over time, it may start at 16ms with a few random 100-200ms dips, but if too many dips it will never catch up and grow to say 1000ms which is what you seem to have. like i always say, increasing your fps to 60 will reduce that issue a lot. also decreasing number of rigid bodies will help, as all those characters moving around would cause that if they are physics based, and they may keep being simulated even when you leave that room, so stopping them from moving may also help.
--------- edit: hiding imposters can pause the physics too, and likely works for non imposters. --------- edit 2: last resort is to reduce physics sim speed by script, but that is useless if you have fast objects like bullets, and will also increase glitches like walking through/getting stuck in walls.
just a written update. i got the spherical gravity working with a custom spherical rigid body thanks for the suggestion guys. i also used the buggy rigid body for my moving character so that he stands upright according to the surface hes standing on. its not fool-proof but it works. also added a swiming mechanic based on the spherical enviroment. works pretty cool as well. and then i also added an alien hippo model . but im not too sure if im going to keep it. and then there are the rocks, trees , buildings , and furniture on each building level. that also works with the spherical enviro and gravity. so all in all im happy with the progress. its just that since ive moved to blender , progress is slowing down . but blender is awsome.
the planet is a sphere that i sculpted . the trees , rocks and grass are made with hair and fur in max. just replace the hair geometry with your own mesh and bam everything is perfectly aligned to the sphere that i sculpted ( this method also works in blender when using a hair emitter). the water is a sphere that is slightly smaller than the planet sphere . the hippo is a straight character model. the sky is like the water sphere , just bigger than the planet. the spaceship is a straight , by the numbers, model. the buildings are just the usual model method , just manually positioned them at the desired points on my sphere planet. the asteroid fields in the sky are straight from caged photon.
the star sky is a skybox from caged photon. which switches on and off according to the active camera.
the swiming mechanic works on a event on location. the location is the exact same mesh as the water. inside the location the character switches from walking and idle animation to swim animation. inside the location a full screen sprite is switched on to simulate under water effect. inside the location the usual earth gravity switches with a less than earth gravity , g-force object so that the character still sinks but not as fast as outside the location.
the extra cloudy space dust is a straight , by the numbers, model with a transparent cloudy texture with an alpha ofcoarse.
any model thats got bones setup in your 3d program can be exported with animations . i generally use 3ds max for everything to do with 3d models . but ive moved over to blender now. there are a ton of tutorials on the web for blender and 3ds max users. take the time to go through the tutorials you want and little by little you will start to understand the program. it takes time to learn skills . doesnt happen over night.
Hi . I want to share the latest development with Planet of the Invaders.
this is a small playable level , that will hopefully feature in the final game. should run at 60 fps at 720p . had fun making this mechanic work. even though i had to walk away from my computer a couple times. this is not the finished product, just a little mechanics test.
the aim will be to eventually escape the fire planet by latching onto floating rocks. but for not you can latch onto one floating rock and fly around the scene. controls are displayed on screen with the option to customize them to whatever you want.
all comments and suggestions welcome. This is just a test level , I hope to fix all jerky cameras and animations soon.
11mb download that unzips to 79mb. use 7zip to unzip .
thanks guys. Its still very early in development with this level. Im trying new stuff, which is hard to get right . the cams are a bother for me too. and controling the buggy rigid body is also difficult. but as long as I can make things clearer for the player i'll be happy. thanks for the feedback.
Hi im sharing my latest development on Planet Of The Invaders. Controls are the same . now there are two rocks you can link with. and there's ambient environmental sound effects. please remember that the character has momentum behind his actions , so dont always hold down forward or back , otherwise you'll fall off the small ground that you are on. please make sure you know where you will land before detaching from the rock you are linked to.
at the end of this levels development , the goal will be to reach a specific piece of ground , where there will be a spaceship to escape this fire planet.
p.s I also get frustrated when I fall off the ground , or when I detach and end up missing the ground im trying to reach.
Aug 25, 2017 15:29:25 GMT
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