FOF Rendering Code

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Ingrater
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Postby Ingrater » Sun Oct 21, 2007 12:16 pm

I'm planning to optimize the rendering code of FoF. As far as I found rendering code in the source there are a few optimations possible, that would have a great performance impact. But currently I don't have an real overview over the code, so it would be nice if you could make a short list, where the actual rendering in fof takes place.

Source filename + line

Also I've got the problem that I can't download the amarith framework, It seems the side is down. Futhermore I read that the new FoF version uses the version 3 of pyogl is that right?

Thanks in advance
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Last edited by Ingrater on Sun Oct 21, 2007 12:17 pm, edited 1 time in total.
Rogue_F
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Postby Rogue_F » Sun Oct 21, 2007 4:01 pm

So it's great that you want to look at this and help out.

I'll answer some of your questions and I have a concern.

while the new version is compiled with pyopengl3, I don't think it's required. It's just what was used. From my previous experience compiling the previous versions with it, it's not a good idea.

As far as rendering goes, most of it that you care about in playing is in guitar.py and guitarscene.py. I'm not going to give you the line numbers, you should be able to figure that out yourself.

This brings me to my concern. None of us have a real overview of the code. We had to read it and figure it out. That's really what you should do. If you can't, then it's unlikely you'll be able to optimize much.

Still the majority of things you want to look at are in those two source files.

-Alex
Ingrater
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Postby Ingrater » Mon Oct 22, 2007 1:44 am

Thanks, It would never have searched for the reindering code in a file name guitar. Actually I wrote a few OpenGL demos in C++ and so I already wastet lots of my life time with performance optimations.
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tazguy79
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Postby tazguy79 » Mon Oct 22, 2007 2:00 am

if we could get FoF to run faster, i think I'd **** myself....you don't know how long ive wanted to play this at school lol...and if for my photoshop project next semester i was able to make a visual mod for FoF, that would b so cool...but right now it wont work on school computers
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dgrams2000
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Postby dgrams2000 » Mon Oct 22, 2007 8:19 am

Ingrater, you have my support.
(I don't know what it's good for, but you have it.) :D
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poison
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Postby poison » Mon Oct 22, 2007 4:29 pm

Same here. FOF runs pretty solid on my computer but I do get the occasional jump. It'd be great if you made it perform better.
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tazguy79
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Postby tazguy79 » Mon Oct 22, 2007 5:31 pm

Ingrater, it just occurred to me now, but you said you know alot about C++, and i remember awhile back some people were talking about converting FoF to C++ because alot more would be possible if that happend....and since the developers won't be working on it for a whole lot longer....read more (listen to the thing on the site...its about halfways through....they are going to be focusing most time into their next project) if it was converted to C++, then we wouldnt havee to be worried about future releases being released in python, and having to reconvert the whole game again...i know that this probably wont happen, but its just another thought
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crazy.neo
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Postby crazy.neo » Mon Oct 22, 2007 5:41 pm

Man, stop with that C++ conversion of FOF. That ain't gonna happen... Too much work, and if done, it wouldn't be FOF, it would be another game.
Python is a C++ based (I think) language. All that is done on C can be done on Python. only Python is more recent, and modules take their time to appear... About performance... it could actually be worse... DirectX can be much more demanding than OGL, unless something like DX7 is used (just look at GZ).
If that would be done, it should be done on XNA. that is done SPECIFICALLY to gaming. So there.
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Postby dereine » Tue Dec 18, 2007 3:15 pm

but that would a very big Problem for the Linux and Mac User of FoF

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