I'm sure some of them will already be answered but i'm about a few weeks into this thing here and i kinda like it but i have a few
well , a thousand but i'll keep it short ('as short as short goes when i start talkin)
please don't flame, if anything has already been answered feel free to link and re-direct me, i'm not in the habit of asking much so i hope the goodwill of the community will indulge me here ...
first of all its GREAT okay, it's got a zound of things to do but its great okay then
first i was wonder fps- and renderwise ... i got this map i'm modelling to the neighbourhood where i live, social housing project from the 70s when this was a rich country ... theres several types of houses i brought it down to six (equals six house models) now the question #1 ... i read about the euhm drawcalls and stuff BUT
if i get a model like for instance the bungalows i use (all very very very low vertex/polygon count)
the fps is quite decent for a map about a square kilometer (real life size) now i wanna keep the polygon count as low as possible, using this one as a "nexus" map leading to many many minimaps and games smaller in size with more detailed models , HOWEVER
i was gonna keep it short, right ... the bungalows on the mid level dont have garage doors but the ones on the bottom do, SO
(well there's more to it, the place is over 45 years old, many people have different front doors and whatever) if i use textures instead of modelled inset windows and door the combinations are limitless i can just take pictures of doors and windows and gates and use them as "paste into" in gimp
which leads me to the actual question, performance -wise the same model with a different texture ? cos its the same amount of pixels ofcourse, how is that treated by the engine ? i understand its not simply a x-times drawcall b/c of the texture but im also no expert on directx maybe different textures on identical models dont count for as much load as different models alltogether so id like to, if anyone could shed some light on that know, so i can gauge just a little ...
i mean if the fps count is decent when all is in place i could add 'physical' chimneys (for instance) on each house which increases the vertex count by at least four but probably double or more that (and hence the polygon count per entity by even more etc)
am i making sense here ? i know im the master of chaos ... so that's question one ... should i ? or should i put the other question in another thread ?
cos i had this idea on GG-demos, like show off the lua ? but i'm not sure how much you can do with timers ? (i date back to the atari 2600 so i lived through the whole c64 demoscene and those guys were all like omg this is what i do with 64k and , but ..
well)
't is to say for instance how well could i fit routines into a strict timer ?
say i want a bouncing ball, which should be possible since i've seen lua give the option for absolute positioning AND has math functions which goes to the beat of let's say 500 milliseconds per bass kick ... assuming i use a wav file i render with lmms or something for the music
is that actually possible ?
timing the motion to the sound i mean, cuz it would require a process starting at the EXACT time the wavfile starts and also require skipping frames if necessary when 500ms have passed ...
so thats question two ...
i'm sorry for the chaos
i'll leave the other 5000 questions for later ...
if anyone could indulge me here , pretty please ?