Search found 29 matches

by schulzor2004
Sun Jul 26, 2009 3:14 pm
Forum: Questions and Help
Topic: 30 FPS issue with Physic Engine
Replies: 9
Views: 11230

Re: 30 FPS issue with Physic Engine

Hi norbo,

is there a problem, when I dynamically remove/add existing entities while running the game? My first tests look promising...
by schulzor2004
Sun Jul 26, 2009 2:56 pm
Forum: Questions and Help
Topic: 30 FPS issue with Physic Engine
Replies: 9
Views: 11230

Re: 30 FPS issue with Physic Engine

ok, I have rewritten it now (there are still many issues, that do not work, for example, I have rewritten the characterconroller...). But it is enough for a short test, and the result is: it is only 2 ms faster than before, not enough for me at the moment.... :-( I try the other things you have ment...
by schulzor2004
Sun Jul 26, 2009 2:12 pm
Forum: Questions and Help
Topic: 30 FPS issue with Physic Engine
Replies: 9
Views: 11230

Re: 30 FPS issue with Physic Engine

Ok, so I try it with 0.10, so my first question:

I used in 0.09 makeNonDynamic and makePhysical to switch them between an immovable and a physical object... how is this done in 0.10?

Thank you norbo!
by schulzor2004
Sun Jul 26, 2009 1:32 pm
Forum: Questions and Help
Topic: 30 FPS issue with Physic Engine
Replies: 9
Views: 11230

Re: 30 FPS issue with Physic Engine

Another aproach i am looking at, is doing everything as fast as possible to get it within 60fps. What I can see is, that space.update needs about 8.5 ms. All entities in there are deactivated, but there are about 240 entities in this space. Most of the entities are Boxes for collision detection. So ...
by schulzor2004
Sun Jul 26, 2009 9:59 am
Forum: Questions and Help
Topic: 30 FPS issue with Physic Engine
Replies: 9
Views: 11230

30 FPS issue with Physic Engine

Hi Norbo, Deadline for DreamBuildPlay is very close now. So I didn't have the time to use your 0.10 Version, cause too many things have changed. So I am still working with 0.09... So my problem is, and I really hope, you can help me: Update and Draw-Cycle do not fit into 60fps but in 30fps. The upda...
by schulzor2004
Mon Jul 13, 2009 4:49 pm
Forum: Questions and Help
Topic: XNA 3.1
Replies: 26
Views: 42066

Re: XNA 3.1

ok, perfekt!
by schulzor2004
Mon Jul 13, 2009 4:45 pm
Forum: Questions and Help
Topic: XNA 3.1
Replies: 26
Views: 42066

Re: XNA 3.1

Hi,

how is it going on with Version 0.10? How long will it still take?

Thanks for answering!
by schulzor2004
Fri Jun 19, 2009 6:47 am
Forum: Questions and Help
Topic: XNA 3.1
Replies: 26
Views: 42066

Re: XNA 3.1

Thanks for trying.... Mhh, I have to retry this and do some measurement...
by schulzor2004
Thu Jun 18, 2009 3:53 pm
Forum: Questions and Help
Topic: XNA 3.1
Replies: 26
Views: 42066

Re: XNA 3.1

Hard to say how much in ms (didn't measure it yet), but my FPS drops from smooth 30 fps down to 15 fps, here is a code snippet: tris.Add(new Vector3[] { new Vector3(-basinWidth / 2, waterHeight, -basinLength / 2) + pos, new Vector3(basinWidth / 2, waterHeight, -basinLength / 2) + pos, new Vector3(-b...
by schulzor2004
Thu Jun 18, 2009 10:13 am
Forum: Questions and Help
Topic: XNA 3.1
Replies: 26
Views: 42066

Fluid physics performance

Hallo, As you can see in my Video, I have a fluid-component (the water basin). When this gets activated, the XBox Version gets suddenly very slow. As you can see there is one object within the fluid. When I put a second one in there it gets extremly slow. At this time only 3 Entities are active, the...
by schulzor2004
Tue Jun 16, 2009 7:12 am
Forum: Questions and Help
Topic: XNA 3.1
Replies: 26
Views: 42066

Re: XNA 3.1

ok, sounds great!
by schulzor2004
Mon Jun 15, 2009 11:03 pm
Forum: Questions and Help
Topic: XNA 3.1
Replies: 26
Views: 42066

Re: XNA 3.1

ok, this sounds like a good hint, I'll give it a try, I think, I can make something that deactives all objects, that are not around the character....

Do you have a time plan, when you will release version 0.10?
by schulzor2004
Mon Jun 15, 2009 8:56 pm
Forum: Questions and Help
Topic: XNA 3.1
Replies: 26
Views: 42066

Re: XNA 3.1

I hope you can publish Version 0.10 very soon, because my Physics Calculation takes about 60% of the whole time on XBox360. Do you have any hints, where I can start optimizing?
by schulzor2004
Sat Jun 13, 2009 3:12 pm
Forum: Questions and Help
Topic: XNA 3.1
Replies: 26
Views: 42066

Re: XNA 3.1

ok, did some more tests and works great, now I have to do some performance increase on that on XBox...

BTW here is a Video, showing the nearly finished kitchen-Level and some of the physics I have used: http://www.laxaris.com/index.php/videom ... hen-level/
by schulzor2004
Sat Jun 13, 2009 12:14 am
Forum: Questions and Help
Topic: XNA 3.1
Replies: 26
Views: 42066

Re: XNA 3.1

it works, great !

Thank you very much for the fast help!