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关于加载的优化,这个Preload文件

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发表于 2013-8-12 08:34:30 | 显示全部楼层 |阅读模式
本帖最后由 羊驼骑士 于 2013-8-12 08:35 编辑
<?xml version="1.0" encoding="us-ascii"?>
<Preload>
<Asset path="DSicon.tga" Type="Image"/>
<Asset path="Assets\Textures\icon-mineral.dds" Type="Image"/>
<Asset path="Assets\Textures\btn-ability-terran-bombardmentstrike-color.dds" Type="Image"/>
<Asset path="Assets\Textures\btn-building-terran-commandcenter.dds" Type="Image"/>
<Asset path="Assets\Textures\glow_yellow1.dds" Type="Image"/>
<Asset path="Assets\Textures\btn-techupgrade-terran-defensivematrix.dds" Type="Image"/>
<Asset path="Assets\Textures\ui_tip_questionmark.dds" Type="Image"/>
<Asset path="Assets\Textures\tj_startwinkle_purple.lvl0" Type="Image"/>
<Asset path="Assets\Textures\btn-building-terran-bunker.dds" Type="Image"/>
<Asset path="Assets\Textures\icon-time-zerg.dds" Type="Image"/>
<Asset path="Assets\Textures\ui-editoricon-triggercategories_unitgroup.dds" Type="Image"/>
<Asset path="Assets\Textures\star1_yellow.lvl0" Type="Image"/>
<Asset path="Assets\Textures\glow_purple1.dds" Type="Image"/>
<Asset path="Assets\Textures\tj_startwinkle_purple.dds" Type="Image"/>
<Asset path="Assets\Textures\star1_yellow.dds" Type="Image"/>
<Asset path="Assets\Textures\ui_ingame_help_techtree_questionmark.dds" Type="Image"/>
<Asset path="Assets\Textures\btn-unit-terran-marine.dds" Type="Image"/>
<Actor id="SYSTEM_ActorConfig"/>
<Actor id="BlinkStopSound"/>
<Actor id="ZerusChrysalisEggBase"/>
<Actor id="HallucinationBirth"/>
<Actor id="BlinkStopModel"/>
<Behavior id="VoodooShield"/>
<Behavior id="SJHyperionShield"/>
<Behavior id="StaticTimeBombB2"/>
<Effect id="FungalGrowthSearch"/>
<Effect id="NukePersistent"/>
<Effect id="NukeDetonate"/>
<Light id="DefaultLight"/>
<Light id="Zerus"/>
<Light id="ZhakulDas"/>
<Light id="TerranSpecial"/>
<Light id="Redstone"/>
<Sound id="UI_TerranMissionFailed"/>
<Sound id="Shuttle_Load" Variations="0"/>
<Sound id="Ghost_NukeExplode"/>
<Sound id="Silent"/>
<Sound id="NullCircuit_Explode"/>
<Sound id="Ultralisk_Roar"/>
<Sound id="Protoss_PowerDownLarge"/>
<Sound id="Probe_Ready" Variations="0"/>
<Sound id="UI_GenericError" Variations="0"/>
<Sound id="Uni_RockExplosionLarge" Variations="0"/>
<Terrain id="Zerus"/>
<Unit id="Goliath"/>
<Unit id="Sentry"/>
<Unit id="Archon"/>
<Unit id="Battlecruiser"/>
<Unit id="Predator"/>
<Unit id="Oracle"/>
<Unit id="Banshee"/>
<Unit id="HybridReaver"/>
<Unit id="RoachBurrowed"/>
<Unit id="Raven"/>
<Unit id="ScienceVessel"/>
<Unit id="Mutalisk"/>
<Unit id="HighTemplar"/>
<Unit id="Scourge"/>
<Unit id="Leviathan"/>
<Unit id="Roach2"/>
<Unit id="WarpPrismPhasing"/>
<Unit id="SpacePlatformGeyser"/>
<Unit id="Reaper2"/>
<Unit id="Hellion"/>
<Unit id="Baneling"/>
<Unit id="Zealot"/>
<Unit id="Marine"/>
<Unit id="Phoenix"/>
<Unit id="VespeneGeyser"/>
<Unit id="InfestorBurrowed"/>
<Unit id="SiegeTank"/>
<Unit id="Scout"/>
<Unit id="Carrier"/>
<Unit id="Firebat"/>
<Unit id="Stalker"/>
<Unit id="WidowMine"/>
<Unit id="Observer"/>
<Unit id="Queen"/>
<Unit id="VoidRay2"/>
<Unit id="CommandCenter2" Variations="0"/>
<Unit id="Beacon_Protoss"/>
<Unit id="SwarmHostMP"/>
<Unit id="Zealot2"/>
<Unit id="Corruptor"/>
<Unit id="Vulture"/>
<Unit id="Zealot3"/>
<Unit id="Hydralisk"/>
<Unit id="HunterKiller"/>
<Unit id="Thor3"/>
<Unit id="Tassadar2"/>
<Unit id="BroodlingEscort"/>
<Unit id="Diamondback"/>
<Unit id="Blimp"/>
<Unit id="Impaler"/>
<Unit id="Ghost"/>
<Unit id="StaticTimeBomb"/>
<Unit id="VoidRay"/>
<Unit id="Tempest"/>
<Unit id="PhotonCannon2"/>
<Unit id="DestructibleRock2x6Vertical"/>
<Unit id="Medivac"/>
<Unit id="DarkTemplar"/>
<Unit id="BroodLord"/>
<Unit id="WarpPrism2"/>
<Unit id="PhotonCannon4"/>
<Unit id="MothershipCore2"/>
<Unit id="VikingAssault"/>
<Unit id="WarHound"/>
<Unit id="InfestedAbomination"/>
<Unit id="CreepTumor"/>
<Unit id="Brutalisk"/>
<Unit id="Colossus"/>
<Unit id="HotSRaptor"/>
<Unit id="HotSSwarmling"/>
<Unit id="Mothership"/>
<Unit id="Thor"/>
<Unit id="Overseer"/>
<Unit id="Viper"/>
<Unit id="Marauder"/>
<Unit id="Immortal"/>
<Unit id="Zergling22"/>
<Unit id="Scoutspeed"/>
<Unit id="Ultralisk"/>
<Unit id="Nexus2"/>
<Unit id="DarkStalker"/>
<Unit id="Medic"/>
<Unit id="Wraith"/>
<Unit id="Lurker"/>
<Unit id="Immortal2"/>
<Unit id="VikingFighter"/>
<Unit id="Reaper"/>
<Unit id="SS_SwarmGuardian"/>
</Preload>

这是我制作地图后的加载文件,可以看到,挺大,所以加载挺慢。
我的地图有6M,但你相信这也是一个有着6M,有着大量自定义数据的地图的Preload吗:
<?xml version="1.0" encoding="us-ascii"?>
<Preload>
<Actor id="RockWaterfall" Variations="0,2,5,6"/>
<Actor id="XilTree" Variations="6"/>
<Actor id="SYSTEM_ActorConfig"/>
<Actor id="TempleBridgeBroken"/>
<Actor id="Fish"/>
<Actor id="ZhakulDasTree" Variations="0,1,2,3,4,5,6,7"/>
<Actor id="BelShirTree" Variations="0,1,2,3,4,5,6,7"/>
<Actor id="MarSaraTreeDead" Variations="0,1,3,5"/>
<Actor id="AiurTempleBuildings" Variations="5"/>
<Terrain id="MarSara"/>
<Unit id="WarpPrismPhasing"/>
<Unit id="SpacePlatformGeyser"/>
<Unit id="VespeneGeyser"/>
<Unit id="CommandCenter2" Variations="0"/>
<Unit id="Beacon_Protoss"/>
<Unit id="PhotonCannon2"/>
<Unit id="DestructibleRock2x6Vertical"/>
<Unit id="PhotonCannon4"/>
<Unit id="Nexus2"/>
</Preload>

而且实际加载也不会出任何的差错。
什么意思呢?
不知道对不对,我的猜测是这个Preload文件越小,加载就越快
那就是谈到“如何能同时保证足够自定义数据的情况下还能避免这个Preload文件过大”了。
大家认为呢?
发表于 2013-8-12 12:29:55 | 显示全部楼层
时间总是要消耗的,去掉一些预读单位或者模型的话,读取时间上节省了,那么在游戏里这些特定单位或者模型出现时就会消耗额外的读取时间。

什么都不预读的话,读取时当然会快。但你以为预读到底是做什么用的?
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