MV3D Development Blog

November 17, 2006

Slow Times

Filed under: Uncategorized — SirGolan @ 12:20 pm

The lack of updates lately is due to there being not much progress. I believe I mentioned earlier that I have two video jobs I’m working on this month. Pretty much all of my non work time has been devoted to that.

I did do a couple of things such as make a small change to the DB Persisting routines that makes them about 10x faster. Still, that’s not saying a heck of a lot. They are slightly more usable now though.

The current plan is to work more on the Octree based Area code until it is at the point where objects can be placed in it and can move around. They’ll need to move from node to node as appropriate as well. Once that’s done, I’ll take a break from it and work on some of the world editing features. I’d really like to get those up to speed so that I can start building simple worlds. Hopefully, I’ll be able to keep the worlds persisted and use them for various testing efforts. Either way, this may require speeding up the DB Persisting stuff even further. Another 10x speed increase would probably be good. I’m just not sure how I can get that at this point as it seems I’ve sacrificed speed for flexibility in a big way here. I can persist any Python object to DB, but it takes for frikkin’ ever. Currently, it uses 4 tables: instances, properties, arrays, and dictionaries. I could cut out properties really because properties basically stores object.__dict__, which I’m sure even the non Python minded person could guess is a dictionary. Therefore, properties could be saved in dictionaries, but I don’t think that’ll speed anything up (and it could be a fair amount of work). I should probably not be lazy and do it because if it gets done now, that means no one will have to convert database data from the old way to the new.

The only other idea that I have for the database is to possibly start doing some batch transactions. That may speed things up a bit. This could also be pretty tricky because while you’d think you could just batch up all the transactions to write an array to disk, you can’t do that if the array contains an instance or something else that requires getting the next ID number from the database. You could keep track of all the ID numbers, but that limits you to only having one thread writing to the DB at a time. Maybe that solution is ok. I’ll have to think about it more.

I am, however, getting excited about world editing tools. I was reminded recently about Second Life’s in game editing tools and am thinking that I should really check them out in order to get some ideas. Clearly, their tools work well. Some of the content in there seems to look really nice. Yes, I know Sturgeons Revelation and all. But still, it seems like something that deserves looking at. Granted, I do not plan to use the world editor to generate models like in Second Life, but it should mostly be for placing models that have been made elsewhere (blender, 3dsmax, etc).

Part of the problem is that it’s hard to align things in a 3D view. The other part of the problem is that so far, I’ve yet to see a world editor type app that I really liked. I know what I don’t like, and what’s annoying, but really, there needs to be an intuitive way to do this.

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