I mentioned this also, way too many tracelines and mesh picking is CPU side.
But its the price you pay for dynamic splash locating. Valve do a good job
of optimizing, and bsp checking is cheap enough but still.

On Fri, May 21, 2010 at 5:30 PM, Tony "omega" Sergi <omegal...@gmail.com>wrote:

> That's why I said what I did in my comment, It also isn't so much the video
> card as it is the CPU.
> -Tony
>
>
> On Sat, May 22, 2010 at 8:47 AM, James Keith <jimmy4...@gmail.com> wrote:
>
> > It seems to impact it a little bit but I have such a good video card
> > that I can't see a difference.
> >
> >
> >
> > On May 21, 2010, at 6:04 PM, Dexter <dex...@linux.com> wrote:
> >
> > > Glad you got it working! I'm looking for something similiar in
> > > effect, but
> > > isn't doing so many tracelines performance impacting?
> > >
> > > On Fri, May 21, 2010 at 12:23 PM, James K <jimmy4...@gmail.com> wrote:
> > >
> > >> I didn't comment enough stuff out. Whoops. Thanks for putting up with
> > >> my stupidity, Tony.
> > >>
> > >> -James
> > >>
> > >> On Fri, May 21, 2010 at 9:57 AM, Tony "omega" Sergi <
> > omegal...@gmail.com
> > >> >
> > >> wrote:
> > >>> I dropped the code into a a blank sdk and it works.
> > >>> I made one minor alteration though, here's the whole thing. if it
> > >>> still
> > >>> doesn't work for you then i have no idea, as i was just sitting in
> > >>> a box
> > >> map
> > >>> with a displacement ground seeing slime splashes randomly, WITH rain
> > >> coming
> > >>> down.
> > >>> http://pastebin.com/0KfbHkii
> > >>> -Tony
> > >>>
> > >>>
> > >>> On Fri, May 21, 2010 at 9:50 AM, James K <jimmy4...@gmail.com>
> > >>> wrote:
> > >>>
> > >>>> Removing the IsInAir conditional broke the rain completely. No
> > >>>> rain or
> > >>>> splashes at all now.
> > >>>>
> > >>>> On Thu, May 20, 2010 at 8:13 AM, Tony "omega" Sergi <
> > >> omegal...@gmail.com>
> > >>>> wrote:
> > >>>>> and remove all of the other randoms other than what that i
> > >>>>> changed the
> > >>>> code
> > >>>>> to.
> > >>>>> So for the final output:
> > >>>>>
> > >>>>>   /*Tony; the traceline replaces the IsInAir check.
> > >>>>>   you also don't want the random's to be around the traceline
> > >>>>> either,
> > >> or
> > >>>>> it will only check SOMETIMES. it needs to check _all_ the time.
> > >>>>>   you also probably want to do some radius checking of the
> > >>>>> particles
> > >>>>> position (ignoring z) for if it's in range of the local player
> > >>>>> to run
> > >>>> this
> > >>>>> code or not
> > >>>>>   otherwise you will have traces for every particle all over the
> > >> place
> > >>>>> even if there's no way that the player can see it
> > >>>>>   so when the player is out of that radius, you would only use
> > >>>>> if (
> > >>>>> !IsInAir( pParticle->m_Pos ) { return false; }
> > >>>>>  */
> > >>>>>   trace_t trace;
> > >>>>>   UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_SOLID, NULL,
> > >>>>> COLLISION_GROUP_NONE, &trace);
> > >>>>>   if( trace.fraction < 1 || trace.DidHit() )
> > >>>>>   {
> > >>>>>       if ( RandomInt( 0, 100 ) <= r_RainSplashPercentage.GetInt
> > >>>>> () )
> > >>>>>           DispatchParticleEffect( "rain_splash",
> > >>>>> trace.endpos,trace.m_pEnt->GetAbsAngles() , NULL );
> > >>>>>
> > >>>>>       // Tell the framework it's time to remove the particle
> > >>>>> from the
> > >>>> list
> > >>>>>       return false;
> > >>>>>   }
> > >>>>>   // We still want this particle
> > >>>>>   return true;
> > >>>>>
> > >>>>> -Tony
> > >>>>>
> > >>>>> On Thu, May 20, 2010 at 7:16 PM, Saul Rennison <
> > >> saul.renni...@gmail.com
> > >>>>> wrote:
> > >>>>>
> > >>>>>> Remove the IsInAir conditional, that's your issue.
> > >>>>>>
> > >>>>>> On Thursday, May 20, 2010, James K <jimmy4...@gmail.com> wrote:
> > >>>>>>> I don't want to post the whole file because I really haven't
> > >> changed
> > >>>>>>> anything else and that would be massive, so here's the tidbit
> > >>>>>>> i'm
> > >>>>>>> working with. The whole file is c_effects.cpp if you need to see
> > >> the
> > >>>>>>> rest.
> > >>>>>>>
> > >>>>>>>        // No longer in the air? punt.
> > >>>>>>>        if ( !IsInAir( pParticle->m_Pos ) )
> > >>>>>>>        {
> > >>>>>>>                // Possibly make a splash if we hit a water
> > >>>>>>> surface
> > >>>> and
> > >>>>>> it's in
> > >>>>>>> front of the view.
> > >>>>>>>                if ( m_Splashes.Count() < 99 )
> > >>>>>>>                {
> > >>>>>>>                        if ( RandomInt( 0, 100 ) <
> > >>>>>> r_RainSplashPercentage.GetInt() )
> > >>>>>>>                        {
> > >>>>>>>   trace_t trace;
> > >>>>>>>   UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_ALL, NULL,
> > >>>>>>> COLLISION_GROUP_NONE, &trace);
> > >>>>>>>   if( trace.fraction < 1 || trace.DidHit() )
> > >>>>>>>   {
> > >>>>>>>       if ( RandomInt( 0, 100 ) <= r_RainSplashPercentage.GetInt
> > >>>>>>> ()
> > >> )
> > >>>>>>>           DispatchParticleEffect( "rain_splash", trace.endpos,
> > >>>>>>> trace.m_pEnt->GetAbsAngles() , NULL );
> > >>>>>>>   }
> > >>>>>>>                        }
> > >>>>>>>                }
> > >>>>>>>
> > >>>>>>>                // Tell the framework it's time to remove the
> > >> particle
> > >>>>>> from the list
> > >>>>>>>                return false;
> > >>>>>>>        }
> > >>>>>>>
> > >>>>>>>        // We still want this particle
> > >>>>>>>        return true;
> > >>>>>>> }
> > >>>>>>>
> > >>>>>>
> > >>>>> _______________________________________________
> > >>>>> To unsubscribe, edit your list preferences, or view the list
> > >>>>> archives,
> > >>>> please visit:
> > >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>>>>
> > >>>>>
> > >>>>
> > >>>> _______________________________________________
> > >>>> To unsubscribe, edit your list preferences, or view the list
> > >>>> archives,
> > >>>> please visit:
> > >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>>>
> > >>>>
> > >>>
> > >>>
> > >>> --
> > >>> -Tony
> > >>> _______________________________________________
> > >>> To unsubscribe, edit your list preferences, or view the list
> > >>> archives,
> > >> please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>>
> > >>>
> > >>
> > >> _______________________________________________
> > >> To unsubscribe, edit your list preferences, or view the list
> > >> archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> -Tony
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
~Ryan ( skidz )
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