Author Topic: BSG Turrets. (@ Omniscaper)  (Read 10577 times)

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Offline Fractux

  • 28
BSG Turrets. (@ Omniscaper)
:jaw:

Man I can't wait to fly through that :)
-What exactly gets separated in "mechanically separated chicken" ?

 

Offline gevatter Lars

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BSG Turrets. (@ Omniscaper)
That what I call a good crossfire...also nice model.
Can't wait to see when its finished.
"Yes! That is my plan, and I see nothing wrong with it. I figure that if I stick to a stupid strategy long enough it might start to work."
 - comment to "Robotech: The Masters"

  

Offline Deepblue

  • Corporate Shill
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BSG Turrets. (@ Omniscaper)
Whered da shinies go?

 

Offline Deepblue

  • Corporate Shill
  • 210
BSG Turrets. (@ Omniscaper)
And you're going to make all those weapons flak right? :devil:

 

Offline Fractux

  • 28
BSG Turrets. (@ Omniscaper)
Quote
Originally posted by Deepblue
And you're going to make all those weapons flak right? :devil:


Not all of those were flak in the show. All of the small turrents seem only to shoot shells (explosive tipped??), while the turrent seem to shot shoot flak shells.

At least, that's how it was shown in the battle at the the end of the pilot episode.
-What exactly gets separated in "mechanically separated chicken" ?

 
BSG Turrets. (@ Omniscaper)
183 turrets implemented.... with unexpected results.

I guess each turret takes up a cpu cycle because my usual 80-120 fps has been reduced to 10-24 fps. I was surprised a model with 183 turrets even converted. I checked Fred and it shows only ~120. Not all the turrets are even firing. I set the normals to all the turrets... so much wasted time! :(

Either way I think I'm gonna have to compromise and settle with MUCH less. Say around 30.

I'll have a video sample of my test in 20 minutes.

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
BSG Turrets. (@ Omniscaper)
As I understand it, multipart turrets are limited by the MAX_ROTATING_SUBMODELS limit; I bumped this in my latest build, it should also tell you if you're over the limit with a debug build.

It'd be nice to profile the code with this model, or at least know whether the dramatic speed decrease is because of the number of turret AIs, or if it's from actually rendering them. I'm sure the AI turret code could be optimized.
-C

 
BSG Turrets. (@ Omniscaper)
Only 23 of the 183 are rotating turrets. Even when they're NOT firing, the BSG in a scene by itself, reduced my max FPS to ~30. The actuale base model is no more than 20 polygons.

 
BSG Turrets. (@ Omniscaper)
Video still uploading... it will be 17mb using quicktime format with mpeg4 compression.

Here are some model screenies




 
BSG Turrets. (@ Omniscaper)
This is a 17mb video, so dial-up folks beware.....

You'll need quicktime.... tell me if it works


http://www.penguinbomb.com/omniscaper/WIPS/BSGturrets.mov
« Last Edit: February 27, 2005, 06:57:26 pm by 1582 »

 

Offline WMCoolmon

  • Purveyor of space crack
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BSG Turrets. (@ Omniscaper)
AHA!

Code: [Select]
#define MAX_AIFFT_TURRETS 60
ship_subsys *aifft_list[MAX_AIFFT_TURRETS];
float aifft_rank[MAX_AIFFT_TURRETS];
-C

 
BSG Turrets. (@ Omniscaper)
And that code means?

 

Offline Anaz

  • 210
BSG Turrets. (@ Omniscaper)
your link is a bit borked up omni. It's got the ...'s in the URL

Edit: Lets do the time warp again!
Arrr. I'm a pirate.

AotD, DatDB, TVWP, LM. Ph34r.

You WILL go to warpstorm...

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
BSG Turrets. (@ Omniscaper)
Quote
Originally posted by Omniscaper
http://www.penguinbomb.com/omniscap.../BSGturrets.mov

Um... fix your link.
The Trivial Psychic Strikes Again!

 
 

Offline StratComm

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BSG Turrets. (@ Omniscaper)
Sounds like the number of usable turrets is capped at 60.  Explains what happened to the Colossus.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
BSG Turrets. (@ Omniscaper)
http://fs2source.warpcore.org/exes/latest/fs2_open_bsg_d.zip

Try that build; after further inspection it looks like that limit controls the maximum number of subsystems a turret can cycle through to find a target, though.

I also made some optimizations that should speed up the turret AI code a lot when operating with no enemies present. Whether that'll be noticeable, I dunno.

If you want a release build, I'd be happy to compile one.
-C

 

Offline Deepblue

  • Corporate Shill
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BSG Turrets. (@ Omniscaper)
Does that build have your latest cool stuff?

 

Offline WMCoolmon

  • Purveyor of space crack
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BSG Turrets. (@ Omniscaper)
Of course. :D

I think I did a CVS update before I built it, too.
-C