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
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
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)
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
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
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]
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
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
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
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
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
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
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
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
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
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
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