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Entity Managers and Framerates/Performance

Posted: Sat Feb 25, 2006 11:35 pm
by Ransom
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?

Posted: Sun Feb 26, 2006 1:53 am
by wxb1
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...

Posted: Sun Feb 26, 2006 8:07 pm
by Ransom
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?

Posted: Mon Feb 27, 2006 8:22 am
by QuestOfDreams
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

Posted: Mon Feb 27, 2006 12:06 pm
by Ransom
Okay, thanks Quest.

Posted: Fri Mar 03, 2006 9:15 pm
by AndyCR
in addition, i believe it needs to be professional edition or higher.