Talk:Optimization (level design)
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:
- Optimization (Geometry)
- BSP Map Optimization
- Controlling Geometry Visibility and Compile Times
- Optimizing and Checking Your Map
- Optimization (Non-Geometry)
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]. --NykO18 01:49, 1 Sep 2008 (PDT)
* 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
- Thanks, there's some stuff I missed there. I've posted a draft of the article here. --TomEdwards 04:14, 1 Sep 2008 (PDT)