Need advice from experienced developers
Posted: Sun Apr 23, 2006 2:46 am
Hi all,
I'm just wondering about many aspects of game development, as this is my first time trying to develop a game (or at least a project in a game-like environment). Hope you could shed some light.
My current project involves a whole building (student dorms); 5 levels where each level has 4 dorms, and for each dorm, there are 6 rooms. The objective of this project is to simulate an evacuation process, so until now I know that - a) I don't need to model every room in detail except one room (start point), b) It'll still take up lots of models to be rendered.
Currently, I just finished modelling 2 dorms, where basically I just modelled the first dorm and duplicated the second one in 3DStudio. The problem is that, since the development PC is on the high side with its specs (1gb RAM, 64bit CPU, etc.), when the project runs on a lower end pc, it lags like hell (obviously).
So what I'm trying to solve is - how should I design/manage/program the project, so that when the whole building is modeled, it could still be run on a low end PC.
So far, after searching the forum I've come up with one basic solution (although not 100% solving my problem, just giving me basic ideas):
- splitting up the whole environment into smaller areas, loading them only when needed.
Ok, fine. I've read the seamless world tutorial, and a couple suggestions on the boards. Somehow, what I could visualize from the tutorials is that it describes a flat, repeating world.
Cut to the chase, I would really love to hear suggestions on:
1. What could I do to make the project cater for low end PCs? Any suggestions during the modelling phase, the Irrlicht coding phase, etc. ? Basically, I need to know what would be feasible to lessen load on RAM (what actually uses RAM in the 1st place?)
2. How do I go around applying the seamless world concept to cater for my building environment? Or should I go with another technique?
I'll add more questions when they come up. :)
Please be gentle, LOL! I'm a n00b but really interested in developing games and I'd really appreciate all the help and suggestions from you pros.
Thanks!
P.S: A simple and easily understood step-by-step concept/tutorial on creating lightweight, large environments would REALLY be appreciated!
I'm just wondering about many aspects of game development, as this is my first time trying to develop a game (or at least a project in a game-like environment). Hope you could shed some light.
My current project involves a whole building (student dorms); 5 levels where each level has 4 dorms, and for each dorm, there are 6 rooms. The objective of this project is to simulate an evacuation process, so until now I know that - a) I don't need to model every room in detail except one room (start point), b) It'll still take up lots of models to be rendered.
Currently, I just finished modelling 2 dorms, where basically I just modelled the first dorm and duplicated the second one in 3DStudio. The problem is that, since the development PC is on the high side with its specs (1gb RAM, 64bit CPU, etc.), when the project runs on a lower end pc, it lags like hell (obviously).
So what I'm trying to solve is - how should I design/manage/program the project, so that when the whole building is modeled, it could still be run on a low end PC.
So far, after searching the forum I've come up with one basic solution (although not 100% solving my problem, just giving me basic ideas):
- splitting up the whole environment into smaller areas, loading them only when needed.
Ok, fine. I've read the seamless world tutorial, and a couple suggestions on the boards. Somehow, what I could visualize from the tutorials is that it describes a flat, repeating world.
Cut to the chase, I would really love to hear suggestions on:
1. What could I do to make the project cater for low end PCs? Any suggestions during the modelling phase, the Irrlicht coding phase, etc. ? Basically, I need to know what would be feasible to lessen load on RAM (what actually uses RAM in the 1st place?)
2. How do I go around applying the seamless world concept to cater for my building environment? Or should I go with another technique?
I'll add more questions when they come up. :)
Please be gentle, LOL! I'm a n00b but really interested in developing games and I'd really appreciate all the help and suggestions from you pros.
Thanks!
P.S: A simple and easily understood step-by-step concept/tutorial on creating lightweight, large environments would REALLY be appreciated!