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| Ultimate 3D 2.1.2 beta; Some minor new features, many bug fixes | |
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| Topic Started: Sep 15 2009, 01:32 AM (1,290 Views) | |
| Dr. Best | Sep 15 2009, 01:32 AM Post #1 |
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Administrator
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Hi everybody, it is term break, so I actually have had the time and found the motivation to finish the next version of Ultimate 3D for Game Maker. As announced it is discontinued, so there will never be any major new features again. Though this version has some minor new features and many bug fixes. Making it was significantly more work than Ultimate 3D 2.1.1. Summed up it probably has been around ten days of intense work. Since I have changed quite many things it is a beta for now. Please verify that your bugs have been fixed and inform me, if they haven't been fixed. Here is the list of new features:
Here is a list of bugs, which should be fixed now:
Additionally I have done some things to make the problems with shadow casters getting into the far clipping plane less annoying. There are some bug reports, which could not be reproduced:
Besides all these things there are some changes in the documentation (currently only in the CHM version in the SDK download below). The new features are documented, broken links are fixed, the longitude/latitude mix up has been corrected and SetPortal(...) is documented correctly now. This is already quite much, but it is not all. There is still the special surprise. While debugging some complex projects I created something that is so useful, that it has to be released. I have migrated some logging modules from Ultimate 3D 3.0 over to Ultimate 3D 2.1.2 and used them to make special modified DLLs. They are distributed as Analysis Pack. To use them you simply replace the Ultimate3D.dll by one of these two DLLs. Then your Ultimate 3D application will create a file called PerformanceLog.txt whenever it runs. This file usually gets very huge. It contains one line for every call to an Ultimate 3D function. For every call there is additional information. It logs when the call happened and how long it took to finish it. If you use the Ultimate3DParameterLog.dll instead of the Ultimate3DPerformanceLog.dll it also outputs the values, which have been passed for the parameters in these calls (passwords are censored). As an example here is an extract from the log you get, if you use the Ultimate3DParameterLog.dll with the SDK. Spoiler: click to toggle Using the Ultimate3DPerformanceLog.dll the comment="..." parts would be missing, but other than that it would be the same. These files can be processed very well with applications like OpenOffice.org Calc. You can use them for debugging and for performance analysis. For example you can use OpenOffice.org Calc to sort the sheet by the function names, take the sums of the lengths for all functions and find out where most time is spent. The results can be visualized in charts, which eases the analysis. Anyway this was enough talking. Here are the download links. The downloads on Ultimate3D.org are not updated yet. I will update them once the beta phase is over. SDK Analysis Pack With friendly regards, Dr. Best |
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| Synexn-Prime | Sep 15 2009, 02:19 AM Post #2 |
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Sierra Prime GF32 : Unit 7
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Nice. As soon as I upload my Calc HW from my pen and decide if I wanna do tomorrow's, I'm totally testing this out. Something I found interesting in the sample log, though.
In Game Maker, that measured to be 2 ms. I think that says something. I mean, a big something. Neato surprise. I'll check to see if all the bugs I reported are still there, and I'll reply to the PM about the additive mode thingy later. Edit: Muahaha, the district broke my online class again so the assignments are postponed. Forums there work awesome. I'm probably going to be graded down from how much I post, though. Edited by Synexn-Prime, Sep 15 2009, 02:32 AM.
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Synexn-Prime, the Bigger Sister. Prepare to watch her fly. Watch that tear shatter the steel. 2012. ![]() ![]() Current Stone: Water : Prepare to help her survive. June 2010. formerly known as skarik | |
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| ashrat3000 | Sep 15 2009, 02:27 AM Post #3 |
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u3d raytracer
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YES. That performance log could be really useful to figure out which functions are slowing things down and what to put in loops etc. Which I'm going to use to speed up my ray tracing. hehe Oh, does this log shader performance as well? I'm not even sure if thats possible. -downloads- |
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그대를 사랑해 | |
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| Synexn-Prime | Sep 15 2009, 03:29 AM Post #4 |
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Sierra Prime GF32 : Unit 7
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Pros
Cons
I think that's it. Very nice, man! Question: is the internal clock set to 0.001676ms or something? That was the lowest number I got recorded. Anyhow, it turns out Game Maker delays at least 0.02ms between every call, and 0.5ms for every model update call. Everything seems to be working great. |
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Synexn-Prime, the Bigger Sister. Prepare to watch her fly. Watch that tear shatter the steel. 2012. ![]() ![]() Current Stone: Water : Prepare to help her survive. June 2010. formerly known as skarik | |
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| Despellanion | Sep 15 2009, 07:38 AM Post #5 |
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The Black Curtain
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Sweet. I've been waiting for this. |
![]() It's an MMORPG, you rtard! | |
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| Dr. Best | Sep 15 2009, 11:15 AM Post #6 |
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Administrator
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It measures only the time that is actually spent in the DLL code. The external_call takes some additional time by itself. The measurement takes a bit time by itself. It logs the time for every function call. Shaders with a low performance will increase the length of the calls to Render() or Present(). So you get z-fighting artifacts at the back side of shadow casters? If that is it I will make the minimal offset depend on max_range and min_range to reach a more reliable behavior. Well, yeah I use Linux style LF instead of CR+LF or CR. Most editors adapt to this correctly, but some do not (e.g. notepad). If anybody does not have an editor that handles this correctly he may want to download Notepad++. Thanks, I will have a look at the code again. |
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| luenardi | Sep 15 2009, 03:07 PM Post #7 |
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LEVEL 50 FIREFLY
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I found a BUG! Put several transparent objects behind each other. no use very low ambient lighting. any secondary objects have strange look to them, it's as if the light values or the alpha rendering screws up. almost as if the objects are being highlighted with black... noticed this in the second room of recall with the blue chairs and table.. it that right or am i crazy. similar things happen with textures with alpha. i should have said something sooner. further.. god bless DR. BEST |
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Better! Faster! Stronger! -_/The Coded One is coming!\_- ![]() Blink.............. and youll miss it! ![]() Still known as luenardi. | |
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| DudeX92 | Sep 15 2009, 04:20 PM Post #8 |
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Forum Leader
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Need to try this out when i had time. |
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| Synexn-Prime | Sep 16 2009, 12:40 AM Post #9 |
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Sierra Prime GF32 : Unit 7
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That's right. On the back side. That will be cool. Thank you. That's what I ended up using and why I don't care. Thanks for doing that! I'm thinking, to make an engine like this is a lot of work, and I really can't say how thankful I am. |
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Synexn-Prime, the Bigger Sister. Prepare to watch her fly. Watch that tear shatter the steel. 2012. ![]() ![]() Current Stone: Water : Prepare to help her survive. June 2010. formerly known as skarik | |
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| Dr. Best | Sep 16 2009, 01:28 AM Post #10 |
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Administrator
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So it is a combination of multiple semi-transparent layers covering each other and stencil shadows right? This is an awful combination. I may toy around with it a bit, but I can not promise a fix. Direct3D 8.1 simply does not provide the features needed for something like this. Now imagine how it is to make Ultimate 3D 3.0 .
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| Gandalf20000 | Sep 16 2009, 04:06 AM Post #11 |
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DirectX Newbie
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I think I might have found a bug. When you try to use the shadow LODs, you get artifacts. Not because of the lower quality, but actual artifacts, like the weird stripes. |
| A website about my dad's books | |
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| luenardi | Sep 16 2009, 04:36 AM Post #12 |
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LEVEL 50 FIREFLY
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Agreed it makes sense "damb.. thats why john carmack used open gl" on the note from skarik "you said it brother! i think that i might have gone nuts after releasing 2.1.2 only to find more problems" |
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Better! Faster! Stronger! -_/The Coded One is coming!\_- ![]() Blink.............. and youll miss it! ![]() Still known as luenardi. | |
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| Reikyrr | Sep 16 2009, 10:20 AM Post #13 |
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"With every solution there come more problems." |
| |R03l0R<|>R3ikyrr| | |
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| Dr. Best | Sep 16 2009, 09:37 PM Post #14 |
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Administrator
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@ Gandalf20000 Well, apparently my LoD generation algorithm can generate three sided edges. In Ultimate 3D 3.0 you could use custom LoDs. In Ultimate 3D 2.1 you are probably just screwed. @ luenardi I think Direct3D 10 was the first API with a general solution to alpha blending problems. I have not seen much alpha blending in Doom 3. Probably that is why it does not cause problems .@ everybody (and in particular @ roelor )MysteriXYZ reported a bug in SetTerrainLODFactors(...). You can find a DLL that fixes it here. |
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| luenardi | Sep 17 2009, 04:57 PM Post #15 |
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LEVEL 50 FIREFLY
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ahhh.. was that due to the Shader Model or DirectX itself? yeah almost no alpha objects are behind each other.. this is just like the lighting system i need to use it in moderation and think and look around alot to make sure this does not look odd was trying to do a specteral anomaly and it looked odd. thanx anyway.
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Better! Faster! Stronger! -_/The Coded One is coming!\_- ![]() Blink.............. and youll miss it! ![]() Still known as luenardi. | |
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