Entity Managers and Framerates/Performance

Programming Reality Factory and Genesis3D.
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Ransom
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Entity Managers and Framerates/Performance

Post by Ransom » Sat Feb 25, 2006 11:35 pm

When RF starts up, it initializes all the entity managers. I know this would require recompiling the source, but would it make any difference to cut out the entity managers I'm not using in my game?

wxb1
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Post by wxb1 » Sun Feb 26, 2006 1:53 am

Yes I think it would make difference... I believe when pickles was using the RF he recompiled versions without some of the entity managers and gained some frame rate speed...

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Ransom
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Post by Ransom » Sun Feb 26, 2006 8:07 pm

Yeah, that's where I got the idea from. Pickles' demos always ran smooth, even when I'd max out the quality settings on my graphics card.

So, now can you tell me what is the recommended compiler for RF? From what I understand, none of the free ones work? What do you use, wxb1? What about Quest and Nout?

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QuestOfDreams
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Post by QuestOfDreams » Mon Feb 27, 2006 8:22 am

When RF starts up, it initializes all the entity managers. I know this would require recompiling the source, but would it make any difference to cut out the entity managers I'm not using in my game?
I'm not sure if you would gain that much speed... each entity type is processed in a "Tick" function and if there are no entities of a specific type this function just returns...
So, now can you tell me what is the recommended compiler for RF? From what I understand, none of the free ones work? What do you use, wxb1? What about Quest and Nout?
You need Microsoft Visual C++ 6.0

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Ransom
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Post by Ransom » Mon Feb 27, 2006 12:06 pm

Okay, thanks Quest.

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AndyCR
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Post by AndyCR » Fri Mar 03, 2006 9:15 pm

in addition, i believe it needs to be professional edition or higher.

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