#I forgot to add screenshots (I hope this

1 messages · Page 1 of 1 (latest)

strange quest
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I'd like to know more about how you achieved this

simple frigate
sullen hazel
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the ent's code is <400 lines wtf

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@torpid slate cool integration opportunity maybe?
Might be aids lol

simple frigate
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yeah i was thinking the same, like was really expecting thousands of thousands loc accross multiple files and cases

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but it's so readable, it's incredible

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this guy knows toocool

tough pilot
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Soft bodied physics ✅ shitverts I agree

real sparrow
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glide_deformable_base?)

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also I heard about octree, it can be used for optimiztion idk :P

solemn canopy
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great work

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i love your projects man

real sparrow
strange quest
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Hmm

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I wonder if it would be efficient to store each model's un-damaged vertex data in some global table and have the deformed meshes only store their offsets from that un-damaged data

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For example, if you damaged an Entity's mesh in such a way that only two vertices were changed, you would only store those two vertices on the Entity which was damaged

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That way you could have many Entities deforming the same base mesh without requiring a full copy of the entire mesh be stored on each Entity

real sparrow
real sparrow
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yappie

real sparrow
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It works muchefficiently, but was it worth it?..

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2683/15000

strange quest
real sparrow
real sparrow
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ohh.. 😤

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It turns out this is the main issue

strange quest
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?

real sparrow
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Honestly, I don't really see the point in updating the addon :/

simple frigate
sullen hazel
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Big sandbox servers are very very demanding, it's always nice to have your addon not lag the server at all compared to say, player anims haha

real sparrow
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I ended up optimizing the wrong part — I added an octree for no reason, even though that section was already fast (like 0.1 ms, and now it's >0.01 ms). The real issue was with BuildFromTriangles, though I'm still not sure even meshBegin is the bottleneck. Honestly, the FPS only started dropping with more than 32,000 vertices, so I guess it’s not that bad :P

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Wasted time adding an octree, but good practicee

sullen hazel
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you want good performance testing stuff?

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might already be using those but red_sv_indexcounter let me get crazy perf gains on alot of my stuff

strange quest
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Looks like each time it is deformed

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You shouldn't need to do that

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Once it is created, the IMesh can be modified directly using the mesh library.

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You'll just need to call mesh.AdvanceVertex() repeatedly until you reach the vertex which needs to be modified

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Then you can use mesh.Position to re-position the vertex

real sparrow
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fixed

strange quest
real sparrow
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Subdivide

real sparrow