Re: [DarkPlaces][WIP] Blaze
Posted: Sat Feb 14, 2015 10:12 pm
Yea, the textures were external and paletted... I also thought I like to have some variety. One project on a Doom engine and another on a Quake engine. And I tried some map, textures and the player model in Engoo some year/half year ago.
But anyway, the current monster amounts are too much for (any?) Quake engine to handle. My earlier tests in DarkPlaces with tons of monsters were like.. Player had a weapon or two that could easily kill 100 monsters with 1 shot, and then all those 100 monsters turn to 3 to 6 gibs. Framerate dropped a lot. Even 20 gibbings at the same time was too much. And 20 in 1 shot(or very short time) may be quite common.
I think it's that AI works faster in Doom engine, because it's simpler. It doesn't really look like model polycounts have that much effect. There can be like 500 models onscreen in DarkPlaces, but as soon as they all turn active... fps down to 5 or less. I think there's a limit how much AI Doom engine can handle, but it's so high, the limits how much players can handle appear sooner. I noticed a slight framerate drop with 6400 monsters, but it was still playable rate.
But anyway, the current monster amounts are too much for (any?) Quake engine to handle. My earlier tests in DarkPlaces with tons of monsters were like.. Player had a weapon or two that could easily kill 100 monsters with 1 shot, and then all those 100 monsters turn to 3 to 6 gibs. Framerate dropped a lot. Even 20 gibbings at the same time was too much. And 20 in 1 shot(or very short time) may be quite common.
I think it's that AI works faster in Doom engine, because it's simpler. It doesn't really look like model polycounts have that much effect. There can be like 500 models onscreen in DarkPlaces, but as soon as they all turn active... fps down to 5 or less. I think there's a limit how much AI Doom engine can handle, but it's so high, the limits how much players can handle appear sooner. I noticed a slight framerate drop with 6400 monsters, but it was still playable rate.