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DarkSpace - Beta
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[FAQ
Forum Index » » Developer Announcements » » Developer Update 10/09/2004...
 Author Developer Update 10/09/2004...
Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2004-10-09 15:56   
I just spent about a week looking over the collision detection code, and after a few days of testing and optimizations I've improved the collision detection code by alot (not sure on the exact number, because it's impossible to simulate the actual conditions of the MV in test). However, I've profiled the code with test beds, and it's a ton faster than before.

I ended up just optimizing the existing collision detection code in the following ways...

1. I added leaf counts for each branch of the quad tree, so that during a range query I can't avoid searching down empty branches of the tree.
2. I changed much of the code from using linked lists to arrays, which has resulted in much of the speed increases.
3. Other misc optimizations for range checking for collision detection and other systems.

I was looking into sphere trees (Game Programming Gems 2 for those of you interested in the technique). I ended up not going that direction, because it wasn't clear that it would be much faster than the current quad tree method we're already using. (Basically, a quad tree is a 2D BSP tree).

Anyway, I'm compiling the new code as we speak, and will be putting up the new code into Beta sometime today.

-Richard

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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2004-10-09 15:57   
Damnit dude, every month I love you more!

Keep up the good coding!

As a note PLEASE upload the MV into the beta server...that would be a nice stress test....

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[ This Message was edited by: BackSlash {Absolut} on 2004-10-09 15:58 ]
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Lux (Polaris)
Fleet Admiral
Raven Warriors

Joined: April 20, 2004
Posts: 835
From: Asgard
Posted: 2004-10-09 15:57   
First reply! w00t!

Dangit, Noooo!
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[ This Message was edited by: -Kitsune{Depressed} on 2004-10-09 15:57 ]
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Loyal Admiral of the Interstellar Cultural Confederation Navy.
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2004-10-09 16:00   
Man did that sound complicated.... glad you know what your doing...


well at least it SOUNDS like you know what your doing


keep it up
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- Axi

BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2004-10-09 16:02   
Why dont you upload the MV into the beta server, surely that would work better than a shoddy sceneario, and would last longer, would have more objects to detect with the new code and such.

Is it simply because the machine cant handle it or something else?
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Avernus
Vice Admiral

Joined: September 12, 2004
Posts: 81
Posted: 2004-10-09 17:06   
When I am in the navmap or tactical view whatever it's officially called and I click on a distant system or planet my framerate just dies horribly. Once I deselect my target it's fine again. Will these optimizations have any effect on the long distance collision detection or is that something we just have to live with? I never noticed it before, maybe I just wasn't watching our systems as much.
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Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2004-10-09 17:46   
Quote:

On 2004-10-09 15:56, Faustus wrote:
(Basically, a quad tree is a 2D BSP tree).



Thanks, i was already about to google what the heck you were talking about

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Tiggy
Midshipman
Terra Squadron

Joined: May 30, 2003
Posts: 282
From: Western Australia
Posted: 2004-10-09 20:59   
It's always great when game developers actually stay on contact with their player base.

Well done, Faustus.
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Daylight \"The Beginning\"
Grand Admiral

Joined: July 24, 2002
Posts: 608
From: Oregon, USA
Posted: 2004-10-09 22:34   
OK, I have NO idea what that was....but, that was good.

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Ceridan
Cadet

Joined: May 24, 2003
Posts: 608
From: Canada
Posted: 2004-10-10 04:15   
well althrou i did not understand all of it(errr the tree your refering to is like a Select Case in VB I presume.) at least you found the problem and tryied a methode to remove it. I hope it works


aka: Good Job F


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Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2004-10-10 12:05   
Quote:

On 2004-10-10 04:15, Ceridan wrote:
errr the tree your refering to is like a Select Case in VB I presume.



not... quite...

http://en.wikipedia.org/wiki/Binary_tree
http://en.wikipedia.org/wiki/Binary_space_partitioning

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HaVoX
Fleet Admiral

Joined: September 07, 2003
Posts: 269
From: Florida whoo hoo
Posted: 2004-10-10 12:49   
Excellent news now that is why i pay to play this game, not only do you get to see the fixs go into effect but you hear about them from the main man.

Thanks F
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