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DarkBASIC Professional Discussion / DBP specs - How much can DBP handle?

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Bangla
22
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Joined: 2nd Oct 2002
Location: Sweden
Posted: 5th Aug 2005 12:06
Is there a list somewhere on what DBP can handle maximum ie: number of max images, 3d-models, memblocks, bitmaps, sounds, music ect, ect?

Could be useful to know what the language is capable of doing before attempting anything really big.

2,4 Ghz, 1 Gig, gForce FX 5200 - and then some...
Darkbasic MADPSP
19
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Location: Uk
Posted: 5th Aug 2005 12:12
I think there's no limit

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Van B
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Location: Sunnyvale
Posted: 5th Aug 2005 12:15
Lots.

Really there's no problems with media in that regard, the bigger concearn with massive projects is keeping track of it all and neatly managing the media that you need to display. DBPro is a little slow at deleting it's objects which can be a problem when you need to delete and load new media.


Van-B

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Bangla
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Posted: 5th Aug 2005 12:33
Van B: You hit the nail on the head; what I'm trying to do is to load media neatly with as little fuss as possible. What I'm worried about is that I'll hit the upper limit since much of the media is generated "on the go" so I might hit that upper level without even knowing it.

What worries most is the number of memblocks available, images and bitmaps. Last time I checked the memblocks was 255 and bitmaps 32. Can that be confirmed?

2,4 Ghz, 1 Gig, gForce FX 5200 - and then some...
Morcilla
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Joined: 1st Dec 2002
Location: Spain
Posted: 5th Aug 2005 12:48
Test how many images you can load:



If you add ",1" at the end of the LOAD IMAGE, you can test it without mipmapping.

I get :

171 512x512 images loaded with mipmapping

1682 512x512 images loaded without mipmapping

I have 128Mb vram.
Bangla
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Location: Sweden
Posted: 5th Aug 2005 12:58
So the number of media that you can load is only restricled by the memory available?

2,4 Ghz, 1 Gig, gForce FX 5200 - and then some...
David T
Retired Moderator
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Posted: 5th Aug 2005 13:28
DBPro is a little slow at deleting it's objects

The command delete objects will delete them quicker I believe. Best if you need to wipe a whole chunk of them.

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Van B
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Posted: 5th Aug 2005 13:42
The system is probably limited to a word value, but that means most limits are 65,000+, plenty really.

If you use patch 5.8 then you can disable objects rather than delete them right away, a disabled object is like deleting it, but it's faster than deleting - however you still have to clean up your disabled objects every so often.

Personally, I'd use a large buffer area - like say objects 100 to 1100 giving 1000 objects, then just increment the object number and store that in an array to keep track of your objects. So when you need a new object on the scene you'd use the next number and when you were finished with an object you could disable it. This would be reasonably smooth and fast, the burdon of deleting objects is the primary performance hit.

One thing I'd look into is a 'janitor bot' for your main loop - like every loop you'd give your bot a job, like checking an object to see if it's disabled and needs deleting - so it would only delete 1 object per loop until everything was taken care of. If you adopt timer based movement, these little slowdowns are much less noticeable.

Also, if you use a model more than once you could instance it, like clone it from an original and position and rotate it - see instanced objects delete much faster than loaded objects, worth looking into.


Van-B

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Sergey K
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Posted: 5th Aug 2005 17:12
i think the limit is something like 60000 of things on each.. (60k Imgs, 60k objcs etc.)


Morning Online
NeX the Fairly Fast Ferret
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Posted: 5th Aug 2005 17:18
63633 or something like that, i agree with Gogeta X

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Van B
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Posted: 5th Aug 2005 17:26
65,000+?



If it is a word value it'll be 65536.


Van-B

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David R
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Posted: 5th Aug 2005 17:27 Edited at: 5th Aug 2005 17:51
Quote: "DBPro is a little slow at deleting it's objects

The command delete objects will delete them quicker I believe. Best if you need to wipe a whole chunk of them."


There is actually a memory leak asscoiated with this problem. It was confirmed a couple of weeks ago in Bug Reports

Oh yeah, and the limit is 65535


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dark coder
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Posted: 5th Aug 2005 18:32
isnt the object limit like 3 mil? as ive used object numbers higher than 65k alot of the time


Mnemonix
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Posted: 5th Aug 2005 23:48
I think the limit was changed to a double word, which means 4 bil+ ?

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re faze
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Posted: 6th Aug 2005 00:11
thats a limit for the number of id's the actual number of objects is dependent upon your gfx card
OSX Using Happy Dude
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Posted: 6th Aug 2005 10:28
3 million for objects...

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Me!
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Posted: 6th Aug 2005 15:05
LOTS! , or to be more precise, more than most programmers can handle, just remember that asking for two thousand 5k poly models with no attempt at culling, mipmapping, cloneing or dynamic swapping etc is gonna hurt your framerate bigtime no matter what language you use, look at something like RTCW or DoomIII, they only have a max of eight or ten NPC`s on screen at any one time, Halflife2 left out animated trees cos it would hurt the framerate too much, and thats from teams who lead the industry for FPS programming, don`t worry about DB`s limits, worry about exactly how you are going to do what you intended with the CPU/GPU power at your disposal, DB running on a Ninja PC could give some mainline games a good run for their money (see Starwraith for example), but most people have pretty ordinary PC`s from PC world or some bland boxshifters like them, so your code has to be lean and mean.

Baggers
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Posted: 7th Aug 2005 02:11
For DBP/C (and many more languages) it depends on your skill, you can floor dbp with one object if you want or have it running fine with 200...its all about how you code and how you clean up behind your game. Hopefully, by the time you are hitting DBP's upper limits you should be skilled enough to know how to optimise well; Culling objects you can see, knowing when to clone & instance objects, and also know what commands will slow your game down and how to compensate for this.

Darkbasic MADPSP
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Posted: 8th Aug 2005 18:01
Quote: "3 million for objects...
"

ow that's a lot

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OSX Using Happy Dude
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Posted: 8th Aug 2005 21:16
Oh yes.

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