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TDM portal culling improved


anonreclaimer

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Thanks a lot.
Do you think you would be able to do the same with the threading model? (game tic + front renderer run on a thread in BFG)
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Your exe crashes at startup for me. (darkmod.exe has stopped working...)
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You release seem to be based on 2.04 version. Is it possible to apply this change to current trunk?

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Try Rightful Property, Penny Dreadful 3, or another mission with wide open areas. Biker has done too good of a job optimizing our missions with expert portal placement so it may be hard to find ones that benefit.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Yes, code freeze means get your tested stuff in before that date.

 

But, this just happened this morning, and it's a lot of code that might be full of lots of splinters.

 

Had it been introduced a month ago and discussed by everyone and tested by the performance folks and really wrung out, it would have been fine wrapping up a couple days before the freeze and including in the release.

 

But not like this; the runway is too short.

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Well it nothing more then a math matrix code being used to help to cull entity's and light's. I replaced the old crappy culling code with render matrix for better performance but it wasn't too much. This is just a math matrix code that use C++ generic and Intrinsics if enabled can speed up math calculations being applied to the portal culling system so it's suppose to be a bit faster, with this in mind I believe you guys can use this to further improve the culling system.

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Okay, let me reword my question ...

 

If we write up a blurb for a release, what would the blurb say that a player would understand? (I.e. this improves performance in large open areas on older systems.)

 

Players don't give a hoot if all we say is we refactored something.

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in the few weeks remaining before we release 2.05.

 

Oh nice! I didn't know it was so close, 2.05 includes a whole heap of assets for us mappers as well right?

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Thank you for the hard work, I'm sure we'll find a use for it!

Were you planning on any other contributions good sir?

 

A huge one would be GPU Skinning from BFG.

 

Huh, apparently Doom 3 BFG code contains an HLSL to GLSL converter (ConvertCG2GLSL)

Might be worth looking at also.

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I always assumed I'd taste like boot leather.

 

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WHOA!

 

That is a massive code change to do two days before code freeze.

 

It will require a lot of testing, and I'd rather do that in 2.06 than in the few weeks remaining before we release 2.05.

By the way, is the time constraint the reason for postponing EAX until 2.06? My conclusion is drawn from and according to the bugtracker.

"I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

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