• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

gimp

CVA isn't any faster...

3 posts in this topic

I''ve just implemented Compile vertex arrays but it doesn''t seem any faster than normals arrays, at all. Specifics: Drawing individual models of 200-600 polygons each, with one at 14000. Not textured, just lit and coloured. Total scene polygons : ~25000 at 32fps. System: Athlon 700, 384mb(133mhz) ram, Geforce2. Here is how I use CVA''s:
  

m_LockArrays(0, a_Mesh.Indices.size()-1);
glDrawElements(GL_TRIANGLES, a_Mesh.Indices.size(), GL_UNSIGNED_SHORT, a_Mesh.Indices.begin());
m_UnlockArrays();

  
At first I thought I might be fill limited as there is a fair amount of overdraw, however when I reduce the size from 800*600 to 100*100 the speed change is minimal (35fps in test above). I profiled the application, by far largest function time is the rendering function. Any idea''s? Many thanks Chris Brodie http:\\fourth.flipcode.com
0

Share this post


Link to post
Share on other sites
Are you drawing the same model many times or just many different models? If you are doing the latter, you won''t get a speed up. The point of compiled vertex arrays is to allow the driver to cache the transformed vertices so you can draw the same geometry many times without having to re-transform the vertices each time you draw it.

Nate
0

Share this post


Link to post
Share on other sites
also 14000 is prolly to many in one hit break that in two.
also m_LockArrays(0, a_Mesh.Indices.size()-1); is wrong its not the number of indices but the number of vertices.
but most of all for the example u gave i dont expect a speed up

try this

m_LockArrays(0, numverts);
glDrawElements(GL_TRIANGLES, a_Mesh.Indices.size(), GL_UNSIGNED_SHORT, a_Mesh.Indices.begin());
change texture

glDrawElements(GL_TRIANGLES, a_Mesh.Indices.size(), GL_UNSIGNED_SHORT, a_Mesh.Indices.begin());
m_UnlockArrays();
0

Share this post


Link to post
Share on other sites
Thanks, I think I have a better understanding of this now... Though doing state changes betwen mesh rendering will require a number of engine changes...

Back to the drawing board...

Chris Brodie
http:\\fourth.flipcode.com
0

Share this post


Link to post
Share on other sites