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lame blizzard

12-28-2007, 04:40 AM#1
MaD[Lion]
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
cohadar
You do not have to create structs to use them.
12-28-2007, 05:40 PM#4
Vexorian
Quote:
This seems to lag alot in my experiments
what exactly lags alot ?
12-28-2007, 07:02 PM#5
Captain Griffen
...unit creation takes a hell of a lot of power. Much more than struct creation.
12-28-2007, 08:29 PM#6
Strilanc
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
MaD[Lion]
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
Toadcop
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:
by lag i mean framerate drop
preloading maybe something ? idk... we need the map to answer it.
12-30-2007, 08:48 AM#9
MaD[Lion]
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
Captain Griffen
Enuming is quite expensive, as is physics detection (even when done very well).
12-30-2007, 01:05 PM#11
Vexorian
Make sure you have war3err disabled before testing for performance it makes results vary .

Quote:
Originally Posted by Captain Griffen
physics detection
?
12-30-2007, 06:42 PM#12
MaD[Lion]
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.