Post subject: Helping 3D games optimisng?
Experienced player (588)
Joined: 2/5/2011
Posts: 1417
Location: France
Do you have tips to optimise 3D Games?
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Active player (309)
Joined: 8/21/2012
Posts: 429
Location: France
I'll just talk about movement, as I guess you're asking the question for Rayman 3 ^^ I saw your WIPs and that's the part that looks (can't be 100% certain about optimization without trying it myself) the less optimized, to be honest. First thing: do you know if jumping (and hovering, too) is slower than just running? It doesn't look faster at least. If you didn't already, test it and see what makes you go faster between the two, and if jumping slows you down, try to stay on the ground as much as you can. Same for hovering, try to avoid it if it's slower. That part is quite basic and also applies to 2D games. To test these, do it on a straight line and compare the different outcomes. Now there is the trajectory... I never TASed 3D games, but I know it can get complex, thanks to the camera angle for example. Even if your character moves at the same speed all the time, you have to be very careful about the angles at which you run, and when you change directions. Think about it like a racing game, imagine the level from a top down view (think Micromachines, if you know what I mean ^^). I saw you take some wide turns where you needed sharp turns. And when you're going from point A to point B with no obstacle inbetween, try to aim your character at point B as soon as possible and just walk a straight line. But the camera angle can be a problem, your input on the analog stick depends on it... Buuut, you can also use the camera angle to be more precise because the game may not always allow for the "perfect" angle with just the controls; that part is where it can get messy, since the camera also moves by itself. In the end, you have to try a lot of different approaches. That's all I can tell because I'm no expert on this matter.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4042
As a non-TASer I'd suggest something like this: 1) Get a very good feel for the movement mechanics of your guy (how fast you can turn, accelerate, decelerate, if you can slide against walls, if you can bump against a corner without losing speed, if you can bounce any, etc) 2) When faced with an area you want to optimize your movement for, route 'on paper' or 'in your head' what the ideal path for your model of how the character moves would be 3) try to match it, and watch the frame count as you do, as slight 'mistakes' may be slightly faster
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