Game Development Community

Optimization Kit 1.1

by asmaloney (Andy) · in Torque Game Engine · 02/03/2007 (8:39 am) · 8 replies

For those who have been following along, I just put up a new version of my Optimization Kit.

This time I took a look at precipitaion rendering. [You can see my first experiments in my plan :-)] When I ran into problems - I'm new to OpenGL - Alex pointed me at his decal rendering resource. Using this, I fixed my problems and halved the rendering time for precipitaion and splashes on my test runs.

This version of the kit includes a bug fix for Precipitation::getWindVelocity() [a bug I introduced in the kit :-(] and changes for Precipitation::renderPrecip(), Precipitation::renderSplashes(), and DecalManager::renderDecal(). So if your project uses a lot of precipitation or decals, check it out!

Alex was kind enough to let me include his decal changes in the kit. Thanks Alex!

#1
02/10/2007 (10:14 pm)
Wow, I totally missed this. Thanks! I'll check it out ASAP.
#2
02/10/2007 (11:56 pm)
Andy, wouldn't it be wise to contact Alex and define who is using the "optimization" name?
It will be rather confusing at some stage, unless you planned to merge both code and bring a united Optimization code... 8-)

Good work anyway.
#3
02/11/2007 (5:33 am)
@Stephan: Alex and I have been in communication and we've talked about me including part of his Modernization kit in this and vice versa. It looks like we're going to get a chance to meet face-to-face in the next couple of weeks, so stay tuned.
#4
02/11/2007 (6:03 am)
@Andy: really cool.
For the record: it's just today Alex posted an announce on his original thread about development status of 0.9 and then I noticed your thread with this 1.1 version.
I felt a bit lost...
#5
02/11/2007 (6:03 am)
Similar here.
But none the less, works and gave a nice boost of around 10% which means 10% more to be wasted on AI :-)
#6
02/11/2007 (6:07 am)
@Marc: hehe, 10%? whoa. What kind of cpu?
#7
02/11/2007 (6:13 am)
@Stephan: Hehe - no problem.

Alex's kit includes some things that I could use in the optimization kit - Vertex Buffer Objects [VBOs] for example - which wouldn't make sense for me to duplicate. So I will either 1) check if the ModKit is installed and use VBOs only if it is, or 2) copy the relevent code into the OptKit to keep it completely standalone.

Each has advantages and disadvantages...

What would you guys prefer?

@Marc: Thanks for the feedback - are you running Windows or Mac?
#8
02/11/2007 (6:35 am)
Windows XP SP2

CPU: Core Duo T2500 (2x 2Ghz), with GeForce 7600Go 256MB for the graphical stuff in the background.
The 10% were at least what FRAPS told me (I use it because it supports G15 display so I have a nice FPS graph that does not put extra load on rendering).
But if this looks unreasonable I will recompile the untouched TGE 1.5 and give exact values.

(it went up from 70-80 FPS in the stronghold demo level to 85-90)