Chiblue Posted February 25, 2010 Share Posted February 25, 2010 I have been experiencing a problem with my project, when I am running my app it keeps hanging for a fraction of a second, but enough to be a pain... my FPS is in excess of 500 so I know it is not that... So I added a logging class and wrote out to the log after each function call in my main loop... WriteLogData("Start"); UpdateAppTime(); WriteLogData("End UpdateAppTime"); game.scene.Update(); WriteLogData("End Update"); game.MouseLook(game.scene.cam); I stopped the game immediately I hit a hang up.. this is the log.. 6886407.000000 : End DisplayHudControls 6886407.000000 : End 6886407.000000 : Start 6886815.500000 : End UpdateAppTime The time stamp is app time.. I normally see < 15 for every UpdateAppTime Call, except when I get the hangs and I then see over 400 or more... Can someone explain what this does and why it would hang? FYI... I am running Vista 64 ultimate.. on a quad core intel processor, 8gb memory and SLI GTX 8800 OC vidoes cards.. Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 25, 2010 Share Posted February 25, 2010 Isnt UpdateAppTime() called in UpdateFramework()? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Chiblue Posted February 25, 2010 Author Share Posted February 25, 2010 I am using gamelib... but I never said I was not doing something wrong....lol Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 25, 2010 Share Posted February 25, 2010 I am using gamelib... but I never said I was not doing something wrong....lol I never meant to imply you were lol .. but I thought you don't have to call UpdateAppTime() as it was called from UpdateFramewerk() which I think is called behind the "scenes" in GameLib maybe calling it too often might be the cause of the hangs Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Chiblue Posted February 25, 2010 Author Share Posted February 25, 2010 Easy to test... Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 25, 2010 Share Posted February 25, 2010 ok .. see if it helps ... Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Chiblue Posted February 25, 2010 Author Share Posted February 25, 2010 I took it out... same problem... 9171152.000000 : Start 9171713.000000 : End Update Woow this was almost 600... I guess it is called somewhere else... Strange thing is now the game.scene.Update() is causing the delay... which maybe were is was also being called from... Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Niosop Posted February 25, 2010 Share Posted February 25, 2010 Have you tried restarting your computer to see if the problem goes away? I notice a lot of weird timing issues start happening w/ LE after a while, a reboot seems to fix them. Not sure if it's related though. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 25, 2010 Share Posted February 25, 2010 I'd have thought game.scene.Update() was Gamelibs call to FramewerkUpdate() ? best person to say would be Lumooja. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Chiblue Posted February 25, 2010 Author Share Posted February 25, 2010 Have you tried restarting your computer to see if the problem goes away? I notice a lot of weird timing issues start happening w/ LE after a while, a reboot seems to fix them. Not sure if it's related though. I have restarted my machine about 20 times in the last 2 days, I lost a drive in the raid set and had to rebuild it... Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Chiblue Posted February 25, 2010 Author Share Posted February 25, 2010 It is actually the raycast, my logs were decieving because time is only updated once... 12254122.000000 : PlayFPSAnimation - EntityPick 12254630.000000 : PlayFPSAnimation - EntityPick Done This is the call.. int hit = EntityPick(&pickent,gun,weap->maximumrange,0,0,(BP)PickFilter); This is the call back... int _stdcall PickFilter( TEntity pickentity) { int EntType = GetEntityType(pickentity); switch(EntType) { case 0: // terrain return 1; case 1: // terrain return 1; // <10 no force, but effects.. case 2: // terrain return 1; // <10 no force, but effects.. case 11: // Player return 0; case 12: // Freindly return 1; // 10> force and effects. case 14: // props return 1; // 10> force and effects. case 21: // Enemy return 1; default: return 1; } } I also remove the callback and it still hangs.. it is the EntityPick function that hangs.... The distance is 4000... I have also tried the CameraPick with the same results... Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Josh Posted February 25, 2010 Share Posted February 25, 2010 What does your scene consist of? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Chiblue Posted February 25, 2010 Author Share Posted February 25, 2010 Barrels, trees and some fireppits... Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
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