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Blitz
Lowly Slime


Joined: 05 Dec 2003
Posts: 3
Location: Stockholm, Sweden

PostPosted: Fri Dec 05, 2003 7:56 am    Post subject: Hey, syn9 [quote]

To syn9:

Do you use any spatial partitioning? That's the number one tip anyone will give you for speeding up 3D. And those getx#, gety# you always use. That's bad. You should avoid sub/function calls in qb for doing small things. If you saw what qb did at the start and end of a sub and function you'd understand why they're so slow. Plus, far calls are pretty slow. Even on todays cpus. What you could do is make a sutherland hodgeman clipper to clip against the near and possibly far plane. Then render the polygon. Preferably inline. But if you have culled out non visible polys before rendering you could have it as a sub. Shouldn't slow down too much.

PS. DQBs triangle routines are really bad performance and quality wise. Especially quality wise. That's what happens when you have no sub pixel & texel accuracy.
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Last edited by Blitz on Sat Dec 06, 2003 12:45 pm; edited 1 time in total
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Fri Dec 05, 2003 12:01 pm    Post subject: [quote]

PMs are magical.
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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Fri Dec 05, 2003 12:56 pm    Post subject: [quote]

But they don't boost your post count.
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DrunkenCoder
Demon Hunter


Joined: 29 May 2002
Posts: 559

PostPosted: Fri Dec 05, 2003 1:01 pm    Post subject: [quote]

yeah and seeing that blitz have a whooping 1 post count he really needs all the bolstering he can get.
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Sat Dec 06, 2003 1:20 am    Post subject: [quote]

post_count++

sholdn't this post be in forum on developing games?
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Sat Dec 06, 2003 3:55 am    Post subject: [quote]

Probably, but the topic doesn't say anything about the contents either. I already merged three messages into one. It seems like everything went wrong with this one.

Meanwhile, not a word from Blitz or Syn9... :-)
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Blitz
Lowly Slime


Joined: 05 Dec 2003
Posts: 3
Location: Stockholm, Sweden

PostPosted: Sat Dec 06, 2003 12:44 pm    Post subject: [quote]

I should pay more attention, the link went directly from syn9s site to here. So not paying attention i thought it was syn9s board. And out of habbit of always been logged in i forgot to type in my name. etc etc
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Wed Dec 10, 2003 5:37 am    Post subject: [quote]

i think ive used the spacial partitioning before, it allowed the original oblivion engine to have 10k poly environments, but still only 1k visible, the current olympia engine doesnt use any partitioning, since they're wide open environments, instead of cooridoor, not sure how much itd help

i replaced the getx and gety, and it did speed things up quite a bit.

as for dqb, yea, its slow, and if i knew id get this far with this current engine, i would have used ugl
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Blitz
Lowly Slime


Joined: 05 Dec 2003
Posts: 3
Location: Stockholm, Sweden

PostPosted: Thu Dec 11, 2003 11:21 am    Post subject: [quote]

It would help abit. So long as the world is bigger then the frustrum from a normal view it will always help. Visit http://forum.bad-logic.com to talk more about it if you like. Got to run now, i'm late.
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BigManJones
Scholar


Joined: 22 Mar 2003
Posts: 196

PostPosted: Thu Dec 18, 2003 3:09 am    Post subject: [quote]

You mean all of syn9's recent screen shots are of a software renderer, in qbasic, that doesn't use frustrum culling and sutherland-hodgeman polygon clipping? That just blew me away. Syn9, you are either insane, or somekinda self hating, workaholic genius.
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Thu Dec 18, 2003 9:02 am    Post subject: [quote]

And I heard that its huffman-zoski trilinear splurge buffer doesn't dingbat the hoozelhoff algorithmic rythm.
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Thu Jan 15, 2004 3:36 am    Post subject: [quote]

bigmanjones:: honestly, both >D
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