Skip to main content
GameDev.net gamedev.net
🔒 Locked

Loading level data at runtime

Started by ZeroBit Apr 14, 2002 at 2:00 PM 5 replies 200+ views
Original Post
ZeroBit
ZeroBit
Does anyone played Dungeon Siege yet ? I wonder how they managed to cover up the loading time in the game. Cause it seems like tons of textures and models are displayed each new area since the environment is quite rich with different models and animation. Plus the dungeon siege world is so huge...still i cannot find any noticeable loading time in the game, it worked so seamlessly Does anyone has any idea how to do this kind of trick ? [edited by - ZeroBit on April 14, 2002 3:01:26 PM]
Fruny
Fruny
Divide the world in zones, keep in memory the current and adjacent zones. Use a background thread to load them.
"Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." — Brian W. Kernighan
Blip
Blip
if you build the bsp/octree/quadtree, whatever and the save that to a file you shouldn''t spend too much time loading it back into an tree in memory

couldn''t you just take the whole file and dump it into memory and refer to your root node from the start of the file?
Kylotan
Kylotan
I''m just a bit disappointed that people have come to accept load times as inevitable and smooth transitions to be out of the ordinary. These programmers can handle all these 3D mathematics and advanced data-structures and multi-language programming etc, yet they can''t get their data to load progressively rather than in one big lump. Sad.

[ MSVC Fixes | STL | SDL | Game AI | Sockets | C++ Faq Lite | Boost | Asking Questions ]
S1CA
S1CA
Async I/O didn''t work on Win95 (*cough* kludge on top of DOS *cough*), so I think a lot of people held off putting it in their engines. For file access many companies are using OLD code (if aint broke...) - even ours is still based on some stuff I wrote in 1998 when Win95 support still mattered.

Now MS have dropped Win95 support from DirectX it might persuade a few people to give their I/O a spring clean... I''m intending on doing it to ours at some point soon [though I''m mainly working on console stuff at the mo where I have guaranteed async i/o even from DVD].

Getting async access working well in general multi-developer situations can be tricky at times without a lot of discipline - i.e. people using data before its finished loading or people putting in wait loops which essentially turn it back into synchronous i/o (I''ve seen both in the past) etc.

--
Simon O''Connor
Creative Asylum Ltd
www.creative-asylum.com
Simon O'Connor | Technical Director (Newcastle) Lockwood Publishing | LinkedIn | Personal site

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.