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Thread: 2 New Tutorials (3D c++) Skyboxes and Animated Loading screens

                  
   
  1. #11
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    Quote Originally Posted by Buddy4point0 View Post
    lol try and make some assassins creed loading screens.

    you can still run around, look around, attack, everything while its loading
    Well do not laugh to loud, you can easily let your game run (if the game has a high framerate) and load every new object/images/etc. in a seperate thread. (You should have enough memory space left offcourse to have both states in memory)
    If you create them on the heap and return the pointers to the main thread, just set the pointers to the new objects, then let the second thread delete all the old stuff. The time you need to replace stuff and reset the level or whatever takes almost no time so it will probebly not be noticed.

    although it is almost impossible as soon as your game takes to much mem space or is just to advanced that the framerate is low, it is very well possible. I have tried this with my game in progress Raze and Elementals and in both cases it worked. With Elementals the game now takes up to much mem space and has a 60 fps so it does not work anymore but for a lot of not so heavy games released in the homebrew it can benefit the loading times! You can also show a movie while loading stuff.

    so do not laugh to quick and let your imagination be your help !

  2. #12
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    wish i could code

  3. #13
    PSP User Mr Corky's Avatar
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    Quote Originally Posted by Buddy4point0 View Post
    lol try and make some assassins creed loading screens.

    you can still run around, look around, attack, everything while its loading
    I agree, interactive fun while you wait!

  4. #14
    DCEmu Pro dangee's Avatar
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    Question

    instead of an animation, is it possible to load another file
    with thread #2 to speed up the overall load time ?

  5. #15
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    Quote Originally Posted by Seker View Post
    wish i could code
    It is never too late to learn
    Quote Originally Posted by Mr Corky View Post
    I agree, interactive fun while you wait!
    Yes it is possibly the best option to do I think.

    Quote Originally Posted by dangee View Post
    instead of an animation, is it possible to load another file
    with thread #2 to speed up the overall load time ?
    I am not sure but I do not think so. The loading will be on the same bandwith of the CPU so if you use 90% to load up objects and 10% to show graphics it will be fine but when you use 50% to load objects in thread 1 and 50% to load objects in thread 2 the time they are loaded is the same as only one thread. (maybe even slower cuase of the thread switching but I am not sure if that will effect it.)

  6. #16
    DCEmu Pro dangee's Avatar
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    That explains it well.
    It looks as though the resource you've unlocked is the time the CPU
    usually spends doing not much more than waiting for Flash to RAM
    to complete. A data transfer request from thread #2 would have the
    exact same wait.
    My idea for an opening animation is a 3d text sequence like
    the Star Wars "in a galaxy,far,far away..." classic. It would only need a
    font and a couple of low-res images (&, erm yeah,a bit of programming).

  7. #17
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    Quote Originally Posted by dangee View Post
    That explains it well.
    It looks as though the resource you've unlocked is the time the CPU
    usually spends doing not much more than waiting for Flash to RAM
    to complete. A data transfer request from thread #2 would have the
    exact same wait.
    My idea for an opening animation is a 3d text sequence like
    the Star Wars "in a galaxy,far,far away..." classic. It would only need a
    font and a couple of low-res images (&, erm yeah,a bit of programming).
    ahhh but that should not be any problem, it is not heavy on the cpu, I suggest you should first try only a few triangles bit the text as texture on it (first create it in a graphics programm) it should probebly do the trick but I am not sure how nice it will look.

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