Sounds good so far... (it's strange, I have a modified version of the game Re-Volt. The mod is the HD Pro one, it's looks epic and it runs at max settings with no lag at all...)
Sounds good so far... (it's strange, I have a modified version of the game Re-Volt. The mod is the HD Pro one, it's looks epic and it runs at max settings with no lag at all...)
Does Unity have a debug menu that shows the framerate and memory usage? You can use this to check relative performance- for example, on my wife's net-book my Python scripts use about 5% total processing time. whilst on my desktop (Quad core 3 ghz CPU plus GTX 460) processing time goes down to about 0.3%.
You may want to decide now what platform you want the game to run on, i.e. optimise the game for low end hardware or go crazy with eyecandy8). The main thing is the racing is smooth (constant framerate) otherwise high speed racing will be difficult if you have a 10 frame drop/ increase as you race.
Okay, so this is almost how Cassandra will look when complete.
I'm making this using photoshop only just for rapid prototyping of the lighting and building position:
Attachment 2820
There are a lot of buildings left to be done...
And i have StuntGP, the best RC car racing game and it works too with no lag and i have no idea what's the difference between my game and this game but i'll do everything in my power to make my game work fast on my old, slow like hell, scrappy crappy Eee PC 1008HA :cowboy
@Aspect: Hmmm, there sure is such thing... I forgot about it :g
EDIT: Just checked stats and in the most requiring place it shows me:
Draw Calls: ~400
Tris: ~260 000
Verts: ~300 000
VRam Usage: ~20mb
60fps
Hmm.. you may want to make a build of the game just for testing- try it on different hardware. Perhaps you could code a FPS counter (for testing purposes) and people tell you what they get?
With Blender it tells me the percentage of system resources each part is using (which is handy!) so you may have a job seeing what is the bottleneck (if any). I'm guessing Unity requires a strong video card.
On other news, just finished my own node navigation script! It allows me to use any number of nodes in a track and will automatically sort the racers into race order....I can finally rest easy (I get annoyed with myself if these problems linger too long!). Maybe I will get to finish my game too8)
Note that my netbook's graphics media accelerator isn't a graphics card...
I know
I'm having hard time while making "ships fire trails" right now as i have no idea on how to make them without using resource requiring particle emitters... The only thing I've found is Line Renderer which i suppose is the best way but site where I found script "Don'tGoThroughThings" just got hacked by spammers yesterday "this site" and i can't access code where something like late transform update was :cold
Any suggestions on how to make them? :|
EDIT: I have an idea, I'll just use switch function to place line renderer's coordinates (in depending on ship's speed time spaces) at the back of the ship alternately... I mean "if (Timer >= 0.3 [ms]), switch (lineRenderer[i.e index "1"] set coordinates on back of ship and then after next 0.3ms set point with index "2" and so on).... something like that...
EDIT2: Eeeeeh, it won't work...no, wait, It will work! :D