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
_________________
|
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....
_________________
Note: This signature image was resized due to it exceeding the forum guidelines for size.
[ This Message was edited by: BackSlash {Absolut} on 2004-10-09 15:58 ]
_________________
|
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!
_________________
Note: This signature image was resized due to it exceeding the forum guidelines for size.
[ This Message was edited by: -Kitsune{Depressed} on 2004-10-09 15:57 ]
_________________ ICC Security Councilor - Raven representative
Loyal Admiral of the Interstellar Cultural Confederation Navy.
Senior Commander of the Raven Warriors, the ICC elite.
Captain of the Assault Dreadnaught \"Gungnir\"
|
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
_________________
- 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?
_________________
|
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.
_________________
|
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
_________________
|
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.
_________________
|
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.
_________________
|
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
_________________ -1st Rear Admiral Ceridan
stuck in Univercity limbo
|
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
_________________
|
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
_________________
|