Game Development Community

Path rendering

by Daniel Buckmaster · in Torque Game Engine · 03/27/2010 (1:32 am) · 7 replies

Wondering if anyone else out there is using long paths - and has been extremely annoyed by the fact that they render in script. It's causing massive framerate hits whenever I select my path (~70 nodes) in the editor. It makes path editing extremely tedious :P.

I'd really like to just move all the editor rendering into code, but I assume there was a good reason for putting it in script...?

EDIT: Well, there's one solution - move all the markers out of the path while editing :P.

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!


#1
03/30/2010 (9:39 am)
I don't use paths at all. They create an element of predictability that I'd rather not see in a game.
#2
03/30/2010 (2:47 pm)
Well, I'm using them to create procedural objects such as roads - in that case I don't mind the predictability ;). But I wouldn't use them for AI, except maybe to direct crowd flow.
#3
03/31/2010 (6:20 am)
Roads, as in, for a racing game?
#4
03/31/2010 (3:35 pm)
Well, they could be used that way (if I get the bugs out) - but I'm just planning on using them for any long roads that need making. Freeway overpasses and such especially. And aside from the mesh road, I'm planning on implementing pathed decal projectors, array meshes, and fences. Tools to make it easier to build levels.
#5
04/01/2010 (5:13 am)
so on these long roads, "by-stander vehicles" would follow the path?
#6
04/02/2010 (5:45 am)
I'm making a shooter (should have been clearer), and I'm just planning on building level elements out of meshes stretched along paths - whether it's a curved road, a set of power lines, etc. If I do get some sort of crowd AI going, I'd probably utilise road paths as their navigation space, instead of navigation meshes that actual combat characters will use.
#7
04/03/2010 (10:10 am)
sounds good