Product Chat / Another Technique Training post - a guide on basic optimization of your level design

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Bolt Action Gaming
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Posted: 15th Dec 2016 20:02
http://gamegurureport.blogspot.com/2016/12/technique-training-optimizing-game-guru.html

I don't know what drives me to write these walls of text but I'm happy it's done. Hope it helps!

As always, feedback is welcome.
DVader
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Posted: 15th Dec 2016 20:51
Very good. Pretty much covered all aspects of optimisation. This should really help people get a grip with it, if they are prepared to put in the time and effort involved Been at it myself for a few weeks on my latest project. I've had some very good results so far. I've been meaning to actually ignore my aversion to modelling and see what can be done for ages now. Glad I did.


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Jerry Tremble
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Posted: 16th Dec 2016 00:30
Very useful info, thank you!
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Bolt Action Gaming
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Posted: 16th Dec 2016 04:12
Thanks guys
Emrys
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Posted: 16th Dec 2016 08:03
That was a great read thanks

I'm also making a game with my son currently and we've made good gains by optimising models, what I mean by that is optimising UVs, textures and breaking the model in to several pieces so that collision is only added when needed.

This method does mean it takes awhile to put models back together in GG, specially with no group copy function but the gains are worth it.
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synchromesh
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Posted: 16th Dec 2016 09:13
Yep another great tutorial ...Thanks
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seppgirty
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Posted: 16th Dec 2016 13:18
Another helpful tutorial. Thanks for taking the time to make it.
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UNIRD12B
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Posted: 18th Dec 2016 18:26 Edited at: 18th Dec 2016 18:30
wow Great idea BOLT ACTION ,
I add a bit different trick to keep the polys way low at all times by
only loading into the map...... ITEMS that the player will see as he gets close
and then after he is past them , destroying all those behind...both done using triggerzones.

So , for in your drawing...for example....I would have the first section
fully loaded and as it was completed---the first AREA COMPLETED would trigger the loading of
MAIN WORLD SECTION 2 and destroy totally MAIN WORLD SECTION 1
so now ONLY the polys for MAIN WORLD SECTION 2 exist in MEMORY.
next step of course--as per your drawing..
the second AREA COMPLETED would trigger the loading of
MAIN WORLD SECTION ETC DITTO and destroy totally MAIN WORLD SECTION 2
and ETC,,,ETC..and so on and doobie doobie doo.


The technique is quite simple and works well..only draw back,,,,player must be blocked from going back to whence he came...BUT,,,,in reality...even that can be done with a bit more triggerzone and Lua work
It does take a bit of time to set up at to renaming entities and such , but , in reality ,
does open up map size a lot and so you could really use the full world size for one giant map and yet
MEMORY USAGE is kept quite limited.
If anyone is really interested in how...I'd be more than willing to share.

and thanks again BOLT for all your insights...and all you others too...GREAT community here,,,BEATS ALL !!

UNIRD12B
Let\'s actually make something happen with this one !

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granada
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Posted: 18th Dec 2016 19:12
Great reading ,thanks for this .

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Bolt Action Gaming
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Posted: 19th Dec 2016 16:42
Interesting concept UNIRD... I'd be curious to see an example level if you have one using stock assets.
UNIRD12B
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Posted: 19th Dec 2016 18:33
Hi Bolt ...
Ill get a simple one up and show you.

thx

UNIRD12B
Let\'s actually make something happen with this one !
Bolt Action Gaming
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Posted: 19th Dec 2016 20:27 Edited at: 19th Dec 2016 20:27
Well I love doing followup articles. I already found a few things worth mentioning in the next one, why not a few after that?

As it stands, I added 30 fps when I removed the transparent objects my son inadvertently added to the outside of a building (you'd never see them but the extra calculations were murdering FPS).
OldFlak
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Posted: 19th Dec 2016 20:42
Thanks B.A.G - bookmarked! - another useful tutorial, you are very good at explaining all stuff game design.

Thanks for your hard work

Reliquia....
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UNIRD12B
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Posted: 20th Dec 2016 00:11 Edited at: 20th Dec 2016 04:27
Hey BOLT ,
here is a small example of what I am talking about...
its NOT highly set up or anything just the basic proof of concept.
I left the spawning visible to you so you could see that they were NOT there before....
FPS would show that also.
so ...this shows the spawn as you go method I'm using... and the the delete as you pass method.
Its done in an obvious way to be able to see that it works,,,,or you can just back track the map
to make sure.
i didn' t have all deleted , as this was just an example.

Hope it helps a bit,,,gets my FPS up and Polys down


anyways...PT 1

UNIRD12B
Let\'s actually make something happen with this one !

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UNIRD12B
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Posted: 20th Dec 2016 00:12 Edited at: 20th Dec 2016 00:14


anyways...PT 1

UNIRD12B
Let\'s actually make something happen with this one !

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Bolt Action Gaming
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Posted: 20th Dec 2016 05:59
I'll check it out when I can and if I use it on m blog as an example I'll credit you - thanks
Teabone
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Posted: 20th Dec 2016 06:24
Is the 4gb (2.5gb) memory limited to each map or for the entire game? Is there a max limit of maps we can have in a single game? I've not made a stand-alone export in GG yet.

Very well put together resource by the way
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UNIRD12B
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Posted: 20th Dec 2016 14:42
HI BOLT ,
no problem at all...IF the technique
can help others a bit...go for it...
share it and the files....and if needed I can explain the basic
steps on how its all set up and how the scripts can be made to line up easily
no matter the size of the maps and no matter how many ENTITIES are in it.

So it shall be Written.......So it shall be Done.

UNIRD12B
Let\'s actually make something happen with this one !

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