- Game Maker Community
- → Viewing Profile: Posts: Cooleloy
Cooleloy
Member Since 19 Apr 2005Offline Last Active Mar 23 2010 03:20 PM
Community Stats
- Group New Member
- Active Posts 71
- Profile Views 829
- Member Title GMC Member
- Age 22 years old
- Birthday April 7, 1991
-
Gender
Male
-
Location
The Netherlands
Posts I've Made
In Topic: Automatic Terrain Texturing
02 April 2009 - 05:20 PM
In Topic: Improving Speed D3d
28 January 2009 - 02:11 PM
I will post a screenshot so you can see what i mean with some models. This is my MORPG project:

Eloy
In Topic: Improving Speed D3d
26 January 2009 - 10:36 AM
1) Hiding stuff
remove the step event from all your static objects
add an alarm, say 0
on create
alarm[0] = 1;
on alarm 0 event
alarm[0] = room_speed/8 + random(5)
if(distance_to_object(obj_char) > global.view)
{
visible = false
}
else
{
visible = true
}
2) precreate your model
in you controller create
global.models[7] = d3d_model_create()
d3d_model_block(global.models[7],-20,-5,0,20,5,20,1,1)
global.tex[7] = sprite/background_get_texture(...)
in you object draw
d3d_model_draw(global.models[7], x, y, z, global.tex[7])
3) check your models.
Maybe they are simply too large/complex to draw many or they are of the wrong triangle type...
Open them up in GMModelFix and resave them (keep originals of course)... It will save them in gm format while converting them to the faster model type (assuming your models are triangle type models and not gm box/elipsoid/cone models)
GMModel fix is in my tools link in my sig.
I dont see the code where the model is loaded?! i only see global.models[7] = d3d_model_create()
and what is the diffrence between every step check or a alarm check? (and why: room_speed/8 + random(5)) why this will improve? i have tested. even with FOG on, the lag is the same!
And about my models. i only have 1 simple model and that is a sword maked with a gamemaker modelling program. I don't think that is the problem.
In Topic: Improving Speed D3d
26 January 2009 - 10:16 AM
Remove smaller objects when they're far away.
i already use:
if(distance_to_object(obj_char) > global.view)
{
visible = false
}
else
{
visible = true
}this is the same right?
In Topic: Creating Stringed Objects
16 January 2009 - 09:25 AM
Thanks bro, spot on. You want credit?
hehe, no problem m8... don't need credit
- Game Maker Community
- → Viewing Profile: Posts: Cooleloy
- Privacy Policy
- GMC Rules and Forum Rules ·



Find content