Talk:Optimization (level design): Difference between revisions

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(Optimisation articles need work)
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Here are my thought on a structure for this document, that would be found at this URL:
Here are my thought on a structure for this document, that would be found at this URL:


#Visibility
    * Visibility
##Visleaves
          o Visleaves
###Leaks
                + Leaks
###glview/mat_leafvis/OB Hammer leaf view
                + glview/mat_leafvis/OB Hammer leaf view
###func_detail
                + func_detail
###func_viscluster
                + func_viscluster
##Hints
          o Hints
##Areaportals
          o Areaportals
##Occluders
          o Occluders
#Rendering
    * Rendering
##Lightmap scale
          o Lightmap scale
##Dynamic light
          o Dynamic light
##Fade distances
          o Fade distances
##Overdraw
          o Overdraw
##Models in water
          o Models in water
#Physics
    * Physics
##Start asleep and hammer_updateent
          o Start asleep and hammer_updateent
##Debris
          o Debris


Any further suggestions? --[[user:TomEdwards|TomEdwards]] 00:29, 1 Sep 2008 (PDT)
Any further suggestions? --[[user:TomEdwards|TomEdwards]] 00:29, 1 Sep 2008 (PDT)
-----
I wrote the most consulted french version of optimization guides [http://hl.logout.fr/?p=optimisation], I believe you can borrow some ideas from my own structuration. Here is a translated version of the plan, and no, I'm not going to translate the guide in english. I believe you guys already have zombie's version [http://www.student.ru.nl/rvanhoorn/optimization.php].
    * Introduction
    * I. Compilation : how and why
          o 1. BSP
          o 2. VIS
          o 3. RAD
          o 4. Compile time
    * II. Optimization methods
          o 1. Cutting the map
                + A. Using VIS only
                + B. Using VIS and hints
                      # a. Example 1
                      # b. Example 2
                      # c. Example 3
                + C. Using VIS and invisible walls (nodraw)
                + D. How to see through the compilator's eyes
                + Func_viscluster
               
          o 2. Saving polygons
                + A. Cylinders and arches
                + B. The Carve and Hollow functions
                      # a. Carve
                      # b. Hollow
                + C. Func_detail
                + D. Nodraw texture
                + E. Texturing in general
                + F. Hammer's grid
               
          o 3. Controlling visibility
                + A. Func_occluder
                + B. Func_areaportal
                      # a. With a door
                      # b. Without a door
                      # c. Areaportal brush doesn't touch two areas?
                      # d. Caution
                      # e. A few console commands
                + C. Func_areaportalwindow
               
          o 4. Other methods
                + A. Func_lod
                + B. Props and physics
                + C. Lightmap
                + D. Displacements
                + E. Prop_detail_sprites
                + F. Light_dynamic
                + H. Blocklight texture
                + H. Brush overlap : avoid it
                + I. Water : the FPS eater
                + J. Start/End Fade Pixels
                + K. When everything else failed: env_fog_controller
    * III. Understanding optimization in-game
          o 1. +showbudget
                + A. Access
                + B. Meaning
                + C. Bind it to a key
                + D. Caution
          o 2. Console commands
    * Conclusion

Revision as of 01:48, 1 September 2008

The page had no useful content, so I added some: an article I'd written originally for http://www.hl2world.com/wiki/index.php/Optimization but now choose to place at a more official wiki. It predates the wikification of Valve's SDK docs (eg, Optimizing and Checking Your Map) so it might be reasonable to do some merging. Maven 07:47, 13 Sep 2005 (PDT)

re: Program Optimisation For Mod DLL's

This article is for map optimisation. Isn't there a code equivalent where that can go? --TomEdwards 00:23, 24 May 2006 (PDT)

Whoa! compiling is not very nice.. The compiling eats here at the end 650mb of my memory and compiling takes forever.... And maybe move it to Pre-publication_evaluation --dutchmega 08:35, 24 May 2006 (PDT)
Well.. I can't even compile server with it... takes 1200mb of memory... lol! --dutchmega 08:42, 24 May 2006 (PDT)

Optimisation articles need work

Map optimisation is a mess on VDC. I've found these pages all talking about the same thing:

There's at least some unique content on each page, but most still overlap dreadfully. They need to be condensed (optimised, you might say...) into a single location (though not necessarily article).

Here are my thought on a structure for this document, that would be found at this URL:

   * Visibility
         o Visleaves
               + Leaks
               + glview/mat_leafvis/OB Hammer leaf view
               + func_detail
               + func_viscluster
         o Hints
         o Areaportals
         o Occluders
   * Rendering
         o Lightmap scale
         o Dynamic light
         o Fade distances
         o Overdraw
         o Models in water
   * Physics
         o Start asleep and hammer_updateent
         o Debris

Any further suggestions? --TomEdwards 00:29, 1 Sep 2008 (PDT)


I wrote the most consulted french version of optimization guides [1], I believe you can borrow some ideas from my own structuration. Here is a translated version of the plan, and no, I'm not going to translate the guide in english. I believe you guys already have zombie's version [2].

   * Introduction
   * I. Compilation : how and why
         o 1. BSP
         o 2. VIS
         o 3. RAD
         o 4. Compile time
   * II. Optimization methods
         o 1. Cutting the map
               + A. Using VIS only
               + B. Using VIS and hints
                     # a. Example 1
                     # b. Example 2
                     # c. Example 3
               + C. Using VIS and invisible walls (nodraw)
               + D. How to see through the compilator's eyes
               + Func_viscluster
               
         o 2. Saving polygons
               + A. Cylinders and arches
               + B. The Carve and Hollow functions
                     # a. Carve
                     # b. Hollow
               + C. Func_detail
               + D. Nodraw texture
               + E. Texturing in general
               + F. Hammer's grid
               
         o 3. Controlling visibility
               + A. Func_occluder
               + B. Func_areaportal
                     # a. With a door
                     # b. Without a door
                     # c. Areaportal brush doesn't touch two areas?
                     # d. Caution
                     # e. A few console commands
               + C. Func_areaportalwindow
               
         o 4. Other methods
               + A. Func_lod
               + B. Props and physics
               + C. Lightmap
               + D. Displacements
               + E. Prop_detail_sprites
               + F. Light_dynamic
               + H. Blocklight texture
               + H. Brush overlap : avoid it
               + I. Water : the FPS eater
               + J. Start/End Fade Pixels
               + K. When everything else failed: env_fog_controller
   * III. Understanding optimization in-game
         o 1. +showbudget
               + A. Access
               + B. Meaning
               + C. Bind it to a key
               + D. Caution
         o 2. Console commands
   * Conclusion