Author Topic: Please optimize the shaders.  (Read 1457 times)

http://forum.blockland.us/index.php?topic=284552.0

Read the discussion about the shaders being un-optimized and how they could be improved. (Scroll down a little bit)

Can somebody please optimize the shaders to recalculate shadows for bricks and objects only when necessary?

Not really. You don't just add lightmapping with a shader.

Badspot would have to implement this in the engine.

if you asked badspot to do it, it would be a year or two for it to actually be done

From my knowledge of Torque engine, this is possible but, it won't be easy, its also something only Badspot can do and it relies on changing existing code.

I'm not even sure if you would gain a fps boost, your basically saying to make it so Blockland doesn't render shadows on non-visible objects, and while that would increase the FPS in other scenarios, I'm not sure how much it would help.

If we could have an more updated Direct X or Open GL version it would probably be better, but I'm pretty sure that's impossible without switching to another engine, and that's clearly never happening.

If only Badspot started a project to re-create Blockland in C++

I'm not even sure if you would gain a fps boost, your basically saying to make it so Blockland doesn't render shadows on non-visible objects, and while that would increase the FPS in other scenarios, I'm not sure how much it would help.
that would absolutely gain an FPS boost but that's not the big thing that's being discussed in that topic

the idea that was discussed in the topic is that you don't have to recalculate shadows every frame if nothing has changed. even if it's just every other frame, that's half as many frames as before. if you make a system that is set to run only when it needs to update (brick changes, environment changes, movement, etc.), you're suddenly enormously decreasing the number of calculations you have to do.

If we could have an more updated Direct X or Open GL version it would probably be better, but I'm pretty sure that's impossible without switching to another engine, and that's clearly never happening.
changing to directx would be a big deal and updating opengl might be a bit annoying but you could do it all in the current engine with some tears and blood

If only Badspot started a project to re-create Blockland in C++
blockland is already written in c++  :cookieMonster: :cookieMonster: :cookieMonster:

If only Badspot started a project to re-create Blockland in C++
what is this supposed to mean?

If only Badspot started a project to re-create Blockland in C++
what? blockland is already written in c++

that would absolutely gain an FPS boost but that's not the big thing that's being discussed in that topic

the idea that was discussed in the topic is that you don't have to recalculate shadows every frame if nothing has changed. even if it's just every other frame, that's half as many frames as before. if you make a system that is set to run only when it needs to update (brick changes, environment changes, movement, etc.), you're suddenly enormously decreasing the number of calculations you have to do.
changing to directx would be a big deal and updating opengl might be a bit annoying but you could do it all in the current engine with some tears and blood
blockland is already written in c++  :cookieMonster: :cookieMonster: :cookieMonster:

Can't tell if sarcasm or obvious text is there...

But unless your implying Torque Engine, I meant to re-write Blockland from the ground up without the use of a existing engine.

If we were to do that Blockland as a Modern App would be a thing, it would probably even be faster than Torque Blockland.

Of course none existing addons would be compatible unless someone would find a way to port the Old Torque Script addons to the new ones.


lol

Do you have any idea how much work it is to rebuild a game from 2005...ish? from scratch without the use of an engine?

re-write Blockland from the ground up without the use of a existing engine.
Just about nobody does that...writing an entire game engine from scratch is a huge job that is pretty much only done by huge AAA game devs.
There's plenty of good premade engines out there


time 2 throw up
I don't see why this is a bad thing, the Minecraft Modern app has amazing performance on even the most low end devices.

Modern app doesn't necessarily mean that features will be removed or touch controls, it only means it will not be a win32 program.

Can somebody please optimize the shaders to recalculate shadows for bricks and objects only when necessary?

When is it not necessary in a game with dynamic shadows? I mean, yes, baked shadows on bricks when the daycycle is disabled, but still.

your basically saying to make it so Blockland doesn't render shadows on non-visible objects

It effectively doesn't

If we could have an more updated Direct X or Open GL version it would probably be better, but I'm pretty sure that's impossible without switching to another engine, and that's clearly never happening.

I'm certain (never actually checked, but very much so hope) that TGE uses VBOs and the like already, so switching to a newer OpenGL version would do nothing to performance (however it would make the game work on fewer GPUs). Switching to Vulkan however could help a lot however (especially with how many bricks this game has to handle at times).

If only Badspot started a project to re-create Blockland in C++

But unless your implying Torque Engine, I meant to re-write Blockland from the ground up without the use of a existing engine.

What makes you think it would be any faster?

I don't see why this is a bad thing, the Minecraft Modern app has amazing performance on even the most low end devices.

This is "essentially" just because it's not written in Java (as opposed to the ordinary Minecraft client). This has nothing to do with it being a modern app.
« Last Edit: August 27, 2015, 05:25:01 AM by portify »

If only Badspot started a project to re-create Blockland in C++
please don't make suggestions when you have absolutely no clue what you are talking about

It would only be faster due to the fact there wouldn't be any unnecessary code running, I know little torque script, I know more lua than torque, but I do know for a fact that we could have a much more optimized engine if we had one specifically made for Blockland, many existing fuctions could be shortened or simplified, improving performance, maps where holding us back for shaders, imagine how this heavily modified torque engine is holding us back, its definitely not the same as it was back in v0002.

please don't make suggestions when you have absolutely no clue what you are talking about
I do know what I'm talking about, yes the Minecraft was a Java app, java being one of the slowest programming languages of course there would of been a noticeable difference, I am more than sure  that C++ is faster than Torquescript.


Edit: Fine if you guys say I'm wrong, well I know when I'm beat, I guess I was wrong, what the hell was I thinking about arguing with Port, he knows more code than me.
« Last Edit: August 27, 2015, 03:24:43 PM by ZERØ »