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Logic Optimization

Archive: 4 posts


I don't have to worry about logic taking up too much space, mainly because my levels are well optimized. I make sure of that for reason like this. But I went overboard on my latest level. Just brainstorming for more efficient and faster ways the system functions, so players will have less time to wait and is more reliable. But I never considered the logic taking up 50% of the thermometer. There isn't anything else in the level, just a cardboard square with a microchip. The microchip features a select character, the character movement, AP cost and path detection and path creation depending on player location, attack and attack AP costs, a whole bunch of logic. Here's a picture:

49231

Not every microchip could be opened due to frame rate problems and a possible crash. There are microchips, within microchips, within microchips.

But is there any techniques to actually lowering the amount of thermometer that the logic requires? I divided the logic up into different microchips so there's more frames when looking at the chips. I was getting approximately 5 fps when it wasn't as organised.
2014-09-24 00:19:00

Author:
SEWO97
Posts: 637


oversizing your microchips removes their wire lag

and then after that optimization wont be a pain, so I suggest that first

(OVERSIZING: do this by fully expanding a microchip, then placing something off of the edge and re-expanding)

leave it oversized forever, because de-expanding will let the lag back in

hope this helped
2014-09-24 00:25:00

Author:
amiel445566
Posts: 664


The only way to reduce the thermometer is to reduce the number of components on the board. I don't ever use notes, but name the circuit boards instead - I find it's easier to read too.

Another option would be to redesign your logic system and build a new one. I have found that whenever I rebuild something the new version is always much more efficient.

In terms of improving performance it is best to deactivate circuit boards when they are not being used. For example, if your logic covers 4 different characters where only one can be active at any given time, it is best to deactivate the circuit boards for the characters that aren't being used. Selectors are excellent for this. The downside to doing this is that you get one frame delay before the logic on the board becomes active.

You seem to be pretty proficient with logic, so you're probably doing this already.
2014-09-26 20:50:00

Author:
fluxlasers
Posts: 182


In terms of improving performance it is best to deactivate circuit boards when they are not being used. For example, if your logic covers 4 different characters where only one can be active at any given time, it is best to deactivate the circuit boards for the characters that aren't being used. Selectors are excellent for this. The downside to doing this is that you get one frame delay before the logic on the board becomes active.

You seem to be pretty proficient with logic, so you're probably doing this already.

I appreciate the comment.

I began to work on a new character, but decided shortly afterwards to continue with previous existing one. I reduced the thermometer taken up by a whole 1/3 approximately by dividing up and recreating some of the logic. My logic for one component of the level will soon be complete, just working on the squad editor to select the weapons and the 12AP, 14Ap costs to the movement system. Though it doesn't sound like much it's one of the two core gameplay elements in the level. To the map editor!

I will soon be ready to show my Turn-Based Strategy level.
2014-09-27 00:44:00

Author:
SEWO97
Posts: 637


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