| 12-28-2007, 04:40 AM | #1 |
i encountered a gay thing... Its the functions needed to be called when creating a struct. They are fine, just i have like 12 miniguns, which spawns 1 bullet each, every 0.18 seconds. and when they coolide they are removed, which is another function calls for each bullet. This seems to lag alot in my experiments... Is there a way to fix this, or do i have to make a textmacro based create and destroy. (init create like 200 structs, and then use my own arrays to do this inline create/destroy) |
| 12-28-2007, 02:22 PM | #3 |
You do not have to create structs to use them. |
| 12-28-2007, 05:40 PM | #4 | |
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| 12-28-2007, 07:02 PM | #5 |
...unit creation takes a hell of a lot of power. Much more than struct creation. |
| 12-28-2007, 08:29 PM | #6 |
You're problem is not create/destroy. Your problem is you have a ton of bullets and you are probably checking all of their positions against each other. - reduce the number of bullets or - use a better algorithm for collisions |
| 12-28-2007, 09:06 PM | #7 |
my problem is not bullet, cus when i spawm tons of bullets at the same time, nothing lags. but periodically it does. it seems like creating and removing units, and + functions calls cause all the lags. and in this case, blizzard is really lame. by lag i mean framerate drop |
| 12-29-2007, 11:21 PM | #8 | |
i bet you kill threads or something TT. and yes creating dynamicaly objects lag... but if say you can create instant alot bullets and it will not lag but if you do this periodicaly and it lag... lol =) but well use grimoire checker. Quote:
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| 12-30-2007, 08:48 AM | #9 |
it do lag when i create alot in an instant, but it will just lag at tat time, so gameplay is doable.preloading sounds nice, i have plan for tat too |
| 12-30-2007, 10:30 AM | #10 |
Enuming is quite expensive, as is physics detection (even when done very well). |
| 12-30-2007, 01:05 PM | #11 | |
Make sure you have war3err disabled before testing for performance it makes results vary . Quote:
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| 12-30-2007, 06:42 PM | #12 |
dw about the bullets and their movements or collision. its not wat cause lag. since my system can handle this part pretty well from my tests. its just now with tons of miniguns. Im guessing its creating the units and calling the create functions. So i think i will create all sctructs in start, and create a bunch of dummy units, init to be hidden. and use them as preloads. this way i dont need to call functions or create new. |
