Re: [Soya-user] any optimization recommendations?

2007-06-23 Thread Jiba
Hi all, > self.model = soya.AnimatedModel.get("column") I think part of the problem is due to the use of AnimatedModels. AnimatedModel requires to re-compute the position of each vertex before each rendering, and possibly before each round if some raypicking is performed on the Body. The

Re: [Soya-user] any optimization recommendations?

2007-06-22 Thread Souvarine
When you create a model from a world it only takes into account the soya faces that are inside the world, not the body or anything else. Anyway, even if it did I don't think you can make your game faster with this. Turning a world into a model require a lot of CPU. As I said before, I think the

Re: [Soya-user] any optimization recommendations?

2007-06-20 Thread Lunpa, The
Yeah, I realized that quickly, but unfortunately I was at work by that time ;) I tried some other things, such as class terrain_Body(soya.Body): def advance_time(self, proportion): pass def end_round(self): soya.Body.advance_time(self, 1) soya.Body.end_round(self)

Re: [Soya-user] any optimization recommendations?

2007-06-20 Thread Greg Ewing
Souvarine wrote: > Actually the idea is to call the advance_time method of non visible > objects only once with proportion = 1 Ah, okay, that makes sense. > I've just tested this idea once, I havn't benchmarked it yet. But I > believe it can be a good optimisation. Am I an optimisation extremi

Re: [Soya-user] any optimization recommendations?

2007-06-20 Thread Souvarine
What you did won't work. The advance_time of your body is still called several times per round by the world it is into, therefore you won't get any performance gain. Anyway I'm not sure that my idea of calling advance_time just once per round for non visible objects will really improve performa

Re: [Soya-user] any optimization recommendations?

2007-06-20 Thread Lunpa, The
That sounds like an excellent idea! Is there any way to force this on visible objects (no-animation in use, but the objects are loaded from cal3d). And if so, how? Also, would there be any visible latency in drawing these objects, when moving the camera? On 6/20/07, Souvarine <[EMAIL PROTECTED]

Re: [Soya-user] any optimization recommendations?

2007-06-20 Thread Souvarine
Actually the idea is to call the advance_time method of non visible objects only once with proportion = 1 (just before calling end_round) instead of calling it several times. For visible objects it is necessary to call advance_time several times between begin_round and end_round to make the a

Re: [Soya-user] any optimization recommendations?

2007-06-19 Thread Greg Ewing
Souvarine wrote: > Bodys that are not visible are > not rendered and advance_time method of non visible bodys is not called. ^^ Hey, whoah, that last bit sounds wrong. Positions etc. of animated object still need to be update

Re: [Soya-user] any optimization recommendations?

2007-06-19 Thread Lunpa, The
h that puts me at square one again. Well, I'm learning ^_^ so its actually faster the way I have it right now... The body instances right now are things like individual tiles etc or segments of a wall, putting together tho room much like one would with sprites. I guess it makes sense a b

Re: [Soya-user] any optimization recommendations?

2007-06-19 Thread Souvarine
I don't think that would work. If I understand well what you want to do (I apologise if I don't) , you plan to put every static not animated body of your level into a world and then compil that world into a single static model right ? If you do this then every faces of every bodys of your worl

Re: [Soya-user] any optimization recommendations?

2007-06-19 Thread Lunpa, The
I think I am making some progress on optimization (or more accurately, getting consistent performance)... I've done some more testing (10 machines, results are very subtle; no trend). So, I've been tinkering with something else, and got an idea: when the character moves away from the level (so

Re: [Soya-user] any optimization recommendations?

2007-06-11 Thread Lunpa, The
I'll put that on my to-do list; I had a system in place before adopting soya3d for rendering. However, I am quite impressed with how soya handles animations, so I don't see why it wouldn't be worth a shot to implement later, but it will be on my to-do list for now. I looked at tofu, but I don't

Re: [Soya-user] any optimization recommendations?

2007-06-10 Thread marmoute
On 9 juin 07, at 02:32, Lunpa, The wrote: > On my machine, with soya-0.13.1 for linux with python 2.4, the game > runs very choppy; the character skips across the screen rather than > smoothly moving. > > My code manually updates the x/y/z of the model each time > "begin_round" is called on a pa

Re: [Soya-user] any optimization recommendations?

2007-06-10 Thread Lunpa, The
In my kernel config, the option I think you where refering to is set at 250hz, which seems to work fine for other things, so I'm not going to worry about that too much at the moment. default fps limit is about 40, which is probably what I'd limit it at anyway for testing, so I don't think thats a

Re: [Soya-user] any optimization recommendations?

2007-06-09 Thread Holcroft Jean-Baptiste
The is a little problem of compair between two variables with FPS limitation, in the source files : main_loop.pyx you'ill find where to change the FPS limitation, I tried without FPS limitation, it works well, but useless. Note : in the kernel, you'll find an option for interruptions speed. From 1

[Soya-user] any optimization recommendations?

2007-06-08 Thread Lunpa, The
Hello everyone, I've been working on adapting one of my projects (a mmorpg) to use soya3d instead of my own horrible pyopengl rendering engine :D So far, I love soya! it solves a lot of problems I've been having. Everything has been good so far, but I have some speed issues that I can't quite p