Wednesday, February 2, 2011

Planning and Coding

So Pace and I got together and looked through the collision code to optimize the system. Having two people looking through the implementation turned out to be much more efficient in this case because we could discuss optimization techniques/ideas and get an opinion on whether it'll work, or the kind of problem the change could create. We deployed on system to the xbox and perform a stress test to find that with grid dimensions of 1000, we were able to fix 150 enemies before serious slow downs. We'll continue to optimize this since a dimension of 1000 is quite inefficient for our system. The spatial hash system is very dependent on the grid size because it separates ships into grids and only perform collision test on objects within the same grid. Hence a 1000 by 1000 by 1000 grid can fit a lot of enemies which would make the collision system very inefficient. I've broken down all our remaining tasks and we should reach beta within 3 weeks. I think if all goes well, we can complete what we wanted in our beta within 2 weeks and spend 1 week to add some back log stuff that we want initially. Perhaps different types of player ships, or a versus mode.

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