We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

xeon

Forum Replies Created

Viewing 15 posts - 91 through 105 (of 1,317 total)
  • Author
    Posts
  • in reply to: Project Optimization #77625
    xeon
    Customer

    So your background wall…needs to “look” 3D and no reason it can’t with proper textures. Your walls need to have an emission glow layer…no problem…still a material will solve this. Far less expensive and far more performant than a mesh…but this of course is your call.

    Obviously I don’t know the design criteria for you game but there are a lot of modeling details that could be optimized. Now..with that said…your performance gains will be minimal in this area at this moment but could depending on you overall game design become significant. So its always best to start off with optimal assets you can clone or replicate. Panel0 is currently 407 triangles…this panel could easily be reduced to 240 by deleting inside faces, and using a texture. With some careful planning you can get this down to 66 triangles but you will need to create code to manage some cloning of parts. But get the rest of your game built then come back and plan on optimizing these assets.

    Textures will allow areas, lights, panels, etc to glow independently. So no need to assign multiple materials…just need a good UV map for color and one for emission. Depending on the colors you use..you could also color pack four maps into one.

    As far as how to remove faces…in Panel 0, you have 4 objects that face the outside each of these sub objects are close to the front face of the larger object…all of the rear faces can be deleted as they are never seen.

    Scrolling games are typically 2D…even when created in 3D because of the efficiency and performance. If you are wanting to create an perspective view scrolling game then a 3D floor might make since otherwise the camera angle is defined and a texture would be better and a lot easier to manage and far more performant. Your render out the camera angle of your floor to an image and then place that image on a plane in front of the camera and you will not be able to tell the difference. The benefit is only 2 triangles. You can still have the floor glow green like you are doing but you just simplified it.

    Regarding web based games. Since you are going to target different devices and resolutions..you may want to consider loading in different assets for different devices.
    If its a small phone screen and bandwidth is bad….load in a different scene than if you are on a desktop with a great GPU. The layouts and screens are going to be so different. Are you going to take into consideration landscape and portrait or are you going to lock one out?
    Serving mobile games on a web server means extremely efficient code and optimization far more important than doing a mobile app via cordova. Now of course the most important question is how big is your game and will it load on a mobile device? I don’t know how big your game will be.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Project Optimization #77613
    xeon
    Customer

    Ok…so your loading time is pretty quick. On average it takes under 3 seconds to load.
    Your project is pretty light weight but if this is going to be a game there are things you will need to consider as load times could get large.

    Performance ( after the loading )
    The back wall should really be a textures with a normal map and perhaps the cylinders on that wall stay 3D objects. Unless you are doing something with them that requires all that geo.

    the floor elements – unless moving should also be one object and unnessary faces and geo removed from adjacent elements.

    Puzzles….
    you have two key down events and three key up events….I would recommend re-writing these so you just have on key down and one key up event.

    you have two Every Frame events…. i would recommend rewriting so you only have one.
    I would also consider that there are potentially ways to eliminate many of the the things you have in Every Frame events. The more you can reduce the logic in these events the better.

    You have many after X seconds….events. With this sort of logic you could have conditions where events will be missed, our cued and cause lag and or prevent other items from triggering while a wait state completes, especially when the timer is triggering animation.
    As an example a kick or repeated pressing of 5 on the keypad…many events are going to be missed or queued and because the animations is already playing and the time event and animation are on going… the animations will either be truncated and restarted or skipped and this causes performance issues. To solve this sort of thing you would need to create some logic for what should happen if the 5 key has been pressed and the animation is playing on in a wait state…..you could tell the play head to go back to start frame on interrupt…or ignore additional input….but something. But because you have these nested timers, a different approach may be more useful.

    You are also using physics….this will slow things down too from a performance stand point.
    I am not sure how you are using it or what its purpose is but I am guessing that if the character hits an object it should do something (play some animation sequence). If the objects are predictive, meaning they move or are static, I would use a different method of collision detection to avoid using physics if possible.

    Performance is going to be measured by the target system requirements. Are you wanting this to playback on a mobile device via web server, going to output in Electron, Cordova?

    • This reply was modified 3 months, 4 weeks ago by xeon.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Project Optimization #77600
    xeon
    Customer

    If this shows all the puzzles in your project…you can be certain that the quantity of puzzles is not the issue.

    You have a few tools available to you. One of the best tools is the Developer Console that allows you to see all sorts of performance, memory and other attributes that will tell you how your application is performing. You have also V3D built in tools that can help as well.

    If you model without any code lodes and performs well then you can be pretty certain the issue relating to performance is your puzzles.

    I do not know your project well enough to say what has to be done via every frames vs a timer vs another way. But given the code puzzle organization I guessing there are events firing mutliple times and animations are being called while in the process of other animations or before they have completed and memory runs out.

    If you want to share the project files.. I could take a quick look this week.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Add Rive components to Verge3D #77594
    xeon
    Customer

    This would be interesting for sure.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    xeon
    Customer

    If I am not mistaken….the actual camera used in Blender is not exported in the GLTF. Only its position and direction vector….then V3D uses its own camera controls that interpret that data.
    So.. you may want to think of it that way…..you really have to control your camera in V3D because its the only one you really have.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Project Optimization #77590
    xeon
    Customer

    Some of my projects contains 1000’s of puzzles and I have not had any slow down performance due to the amount of puzzles…may take a tad longer to download. But I have had slow down because of my own bad puzzle logic, mis handled timers, on frame events, etc if not properly managed can bog down performance quickly.

    If your code is created in logical chunks you can easily turn of sections and locate the offending area…locate the puzzles causing the issues and re-write or fix the issue.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Fresh installation of 4,7,1 #77556
    xeon
    Customer

    just curious if the V3D comment lines have been removed from your files that you are trying to update?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Fresh installation of 4,7,1 #77555
    xeon
    Customer

    I have not encountered this one….. i have you tried re-installing the add on?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    xeon
    Customer

    Another approach that you might find useful is to use Empties… for the camera location and camera target.

    Then during your start up…assign you cameras location to the camera empty location and have it look at the camera empty target. This allows you to have an offset you can animate in Blender.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Annotation with Image and Text #77552
    xeon
    Customer

    Maybe this will help:

    Customizable Annotations with Close Button

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: server technical spec #77529
    xeon
    Customer

    There are many web hosts with many different solutions…its alot like shopping for a car. There are many types, models, and use cases with all different price points and features. So it depends on what your or your clients business requirements are. If this is something on an Enterprise budget…then your questions about price is irrelevant … if your are this on a shoe string budget then price is more important. If this is for a client…..they probably already have services in place and you can just augment on those…if you are rolling your own. Your budget will dictate what you can do.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    xeon
    Customer

    Hi there,
    Okay..so you have a situation where there are too many cooks in the kitchen.
    I was trying to answer the original topic of the thread…but it seems KDV has more of the background of what you are trying to do.

    In this case I would strongly suggest to ignore my information and continue with his input.

    As a note, the EveryFrame puzzle…doesn’t and should not be in the keydown or keyup events. This logic should be in your startup sequence as it will execute then continue to execute every frame. The testing of whether a clone should be created should still be in the key up or down events.

    Just my two cents…good luck

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    xeon
    Customer

    Here is a simplified example:
    https://v3d.net/139a.

    It contains the V3D project/puzzles and the blend file.

    You do not need an every frame call to move an object or character…but your situation may have other things involved that I am not aware of.

    Hopefully this helps.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Picture change in parent doc (html) #77455
    xeon
    Customer

    If the PostMessage of the Call Method puzzle is not good..you could use some JS to do it…something like:

    $(document).ready(function(){
    $(“#img”).on(“click”, function() {
    window.parent.$(“#myPictureID”).css(“background”, “url(/images/r-srchbg_white.png) no-repeat”);
    });
    });

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Tutos needed #77454
    xeon
    Customer

    Ok…cool…thanks for the clarification. Are you planning on creating a mobile app for each type of device or are you only targeting a specific brand/model? Creating a cordova mobile app build tutorial is easy but the work to create the app so that is responsive and works on various resolutions, ratios etc…thats add complexity….do you need a tutorial that does both?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

Viewing 15 posts - 91 through 105 (of 1,317 total)