Sign in to follow this  
  • entries
    177
  • comments
    531
  • views
    163636

The monsters are back

Sign in to follow this  
Scet

105 views

The quadtree code is pretty much complete with each quad containing the subsectors and walls that fall in it. With that done I was able to reimplement the THINGS code. Now instead of having 30 animations per monster(with one timer per animation) only each monster "type" has the animations(stored as static) and each monster has a timer to keep track of the frame. So the "timer lag" I had is pretty much gone. I get about 40 FPS on most levels except for the insanely huge ones. Once the BSP tree and a proper scene manager get implemented we should see much better frame rates. Oh and I fixed some more wall texturing problems, God-damn wall textures seem to be a never ending problem.

Here are some screenshots I got while roaming around.







I've been thinking about making an IOTD seeing as I have plenty of screenshots, but I'd rather wait until I have some gameplay shots rather than a glorified level viewer.
Sign in to follow this  


3 Comments


Recommended Comments

I think you should put it on IOTD now. I always love seeing the screenshots from this journal, and I don't think I'm the only one.

Besides, you could just make another IOTD thread when you're done with the gameplay.

Share this comment


Link to comment
Quote:
Original post by Scet
Now instead of having 30 animations per monster(with one timer per animation) only each monster "type" has the animations(stored as static) and each monster has a timer to keep track of the frame.


By 'timer', do you mean an actual WinForm Timer component *per* monster? If so, than my response, good sir, is GAH. If not, then how are you doing timing of animations? Something must be funky here, because animation timing shouldn't even make a dent your framerate. :-/

And I'm in agreement to Stompy: do one now to build more hype, then one once it gets to the "playable" stage. I'm following the same method with Skirmish. [grin]

Share this comment


Link to comment
Quote:
Original post by HopeDagger
By 'timer', do you mean an actual WinForm Timer component *per* monster? If so, than my response, good sir, is GAH. If not, then how are you doing timing of animations? Something must be funky here, because animation timing shouldn't even make a dent your framerate. :-/


Yes it's one WinForm Timer per monster. The timers aren't affecting the framerate anymore. I suspect the reason they were before just had to do with the number of Tick delegates being called slowing the system down.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now