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 that there are only the character and a few objects rendered or such) on the machine with the intel chipset, the animations get smooth, and the latency in coordinate updates diminishes :O The way I have it set up right now, models are loaded, and stored in a dictionary, then when the server sends the command to render a level, the appropriate models (like a wall segment) get loaded into body instances, which are then positioned and rotated; All of these body instances are put into a single World instance, which also contains the character body instances, and potentially other things. There could easily be 100+ Body instances in any of the test levels I'm using, and easily several hundreds of instances on future levels (if I don't change anything). I remember seeing that world files can be compiled into single models for efficiency: So, I'm imagining this scenario as to be what I should do when a level loads: 1) load up the terrain models 2) load body instances into a separate world instance 3) compile that world instance into a model 4) load said new model into the root world instance 5) clear out the body data and the temporary world instance World this work? And is it closer to the intended way of using soya? Also, what would be the best way to clear out the temporary World and Body Instances? would a simple "del temp_world" do the trick, or do I need to do something more elaborate? On 6/11/07, Lunpa, The <[EMAIL PROTECTED]> wrote: > 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 think I'll use it, as my server has come > along, and does what I need it to. I have no idea how well my design > will scale at the moment, however :) > > Anyhow, I'm quite excited as to how this is all fitting together :) > > On 6/11/07, marmoute <[EMAIL PROTECTED]> wrote: > > > > 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 particular world object, but I do not > > > believe this is the cause of the choppy movement. > > > I'd give frame rates, but I'm not sure how to derive them yet. > > > > Soya have mecanism to smooth object movement, you should not update > > your x,y,z into the begin_round function but compute a mouvement to > > be smoothly applyed by advance time. > > > > > > -- > > marmoute > > > > > > > > > > > > _______________________________________________ > > Soya-user mailing list > > Soya-user@gna.org > > https://mail.gna.org/listinfo/soya-user > > > > > -- > This email message is public domain. Have a nice day! ^_^ > -- This email message is public domain. Have a nice day! ^_^ _______________________________________________ Soya-user mailing list Soya-user@gna.org https://mail.gna.org/listinfo/soya-user