fun racing game performance

Software: Away3D 4.x

macaan, Newbie
Posted: 25 July 2012 01:24 PM   Total Posts: 30

Hi everyone,

we are currently working on a top-dow 3d fun racing game for our website. We (now) use Away3d Gold and awayphysics. You can see the actual state here: fun racing game

3d is a new topic for us, so there are still a few points which are not really clear and I cant´t figure out how much and what kind of possibilities for optimizing performance are left.
The game is running smooth on good Hardware, i.e an intel core2duo 2,4ghz with a 512 mb graphics card.

I know the models we are using are not perfect at this state, but they will be improved. Till we have our own car ready, we use the one from the vehicle demos for testing. Although i even think this is not the best one for performance wink

At the moment every mesh has it’s own texture, incl normal and spec maps in most cases. But i wonder, if i remove the lightpickers from the materials, (the light button in the demo) there is no such change on performance as i suspected from a lot of threads i read.
Another point is to reduce the number and accuracy of collisionobjects, now the most are built out of AWPBvhTriangleMeshShapes. Think this is not the best solution and we can circumvent this by adding only basic collisonshapes to the parts that are overlapping the track. It would be nice to drive freely around through the hole scene, but in terms of slow computers it would be better not to let you drive offside the road.

Sometimes i think there are some basic mistakes because i guess it should not be this slow on some deices. And, if you look around, there are a few 3d games that are very fast in comparison to our work.

Hope you guys can give me a hint on which part i should look again. If you need to have more infos about whats going on in the code, i’ll give it to you. Don’t want to post multiple pages here with our code.

Here again is the link, btw q=reset, p=brake, cursor=steer and accelerate, space=brake

Thanks for reading

   

macaan, Newbie
Posted: 25 July 2012 01:27 PM   Total Posts: 30   [ # 1 ]

how can i delete the threads, there went something wrong?

   

John Brookes, Moderator
Posted: 25 July 2012 01:50 PM   Total Posts: 732   [ # 2 ]

first bit Id lookat is the url..it no worky

   

macaan, Newbie
Posted: 25 July 2012 01:58 PM   Total Posts: 30   [ # 3 ]

thanks for advice, now its working. i don’t now why they get posted when i just pressed the preview button.

   

macaan, Newbie
Posted: 25 July 2012 04:03 PM   Total Posts: 30   [ # 4 ]

thanks for cleaning this up

   

Avatar
Matse, Sr. Member
Posted: 25 July 2012 04:37 PM   Total Posts: 149   [ # 5 ]

Usual advices :
- share / reuse Geometry and Materials everywhere you can
- try to keep the number of meshes as low as possible
- same with materials
- whenever possible, merge static meshes sharing the same material

Think about combining your textures, to reduce the number of materials. For example you could have all your cars textures in a single one, and just adjust UVs to show the right one.

Can’t comment on the AwayPhysics part, these are for the rendering part. Search on the forum and you’ll find explanations / code samples / etc

   

macaan, Newbie
Posted: 26 July 2012 11:34 AM   Total Posts: 30   [ # 6 ]

Thanks, i think most is based on the rendering part. If i just put the car on a plane and place the other parts just visually without physics it’s not really running better.

How can i enable showing the draw calls in the stats display? I cant’t find the thread in this forum, somebody mentioned it. Also I saw examples with Mr. Doobs stats showing draw calls, but the official source does not contain this. There is a build in ND2D but it’s not working in my away project.

   

macaan, Newbie
Posted: 18 September 2012 08:09 AM   Total Posts: 30   [ # 7 ]

Here is a new Version, but you still need good video cards…

now there are only three materials, two small 64x64 for the cars and one containing all the textures for the other meshes.
totaly there are 8 meshes on the scene plus the cars who share their geometry. everyone not being in the physicsworld is merged to one mesh

these are the controls:
arrowkeys - steering/accelerate/go backwards
space - brake
q - reset player
r - reset computer
c - change camera between player and computer
p - menue
Rennen starten - 3 laps highscore race with opponent
Freies Fahren - practice
Restart - back to startmenue
//Drive - change driving behaviour
//Namen eingeben - name for highscorelist

dev.digitale-interaktion.de/racing/away/

would be nice if you can give a comment about your performance, thank you

   

Mr Margaret Scratcher, Sr. Member
Posted: 19 September 2012 09:12 PM   Total Posts: 344   [ # 8 ]

Sticks at around 25fps for me, smooth enough but the movement seems verrrrry slow….

   

macaan, Newbie
Posted: 20 September 2012 08:10 AM   Total Posts: 30   [ # 9 ]

maybe you might want to tell me what hardware it was running on. Think my friends all have to much power, everybody says it’s running at 60fps… but even my 4 yeahr old thinkpad plays it smooth

   
   

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