Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
1 registered members (TipmyPip), 18,618 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 2 1 2
Powerful ABT (Adaptive Binary Tree) #150636
08/28/07 05:35
08/28/07 05:35
Joined: Sep 2004
Posts: 130
Italy
Alessandro Offline OP
Member
Alessandro  Offline OP
Member

Joined: Sep 2004
Posts: 130
Italy
Hello,

can you give me more information about ABT (Adaptive Binary Tree) rendering engine? What's the differences with BSP? How can I create a level that uses ABT?

What are advantages? Does physic engine work with ABT?

THank you!

Re: Powerful ABT (Adaptive Binary Tree) [Re: Alessandro] #150637
08/28/07 05:52
08/28/07 05:52
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30...
Frederick_Lim Offline
User
Frederick_Lim  Offline
User

Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30...
I am interest is it a patent of Conitec?

Re: Powerful ABT (Adaptive Binary Tree) [Re: Frederick_Lim] #150638
08/28/07 05:55
08/28/07 05:55
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Powerful ABT (Adaptive Binary Tree) [Re: Orange Brat] #150639
08/28/07 06:12
08/28/07 06:12
Joined: Sep 2004
Posts: 130
Italy
Alessandro Offline OP
Member
Alessandro  Offline OP
Member

Joined: Sep 2004
Posts: 130
Italy
Thank you!
I will read it carefully! :-)

Re: Powerful ABT (Adaptive Binary Tree) [Re: Alessandro] #150640
08/30/07 07:20
08/30/07 07:20
Joined: Sep 2004
Posts: 130
Italy
Alessandro Offline OP
Member
Alessandro  Offline OP
Member

Joined: Sep 2004
Posts: 130
Italy
I cannot understand how to "compile" my level to let ABT work.
I was looking for a way to compile a level (in WED) without creating a BSP tree, but I cannot find anything. Inside WED there are a lot of options, but it seems none of them is somthing like "disable bsp".

Do you think that using ABT I can create a world where the models (building, towers, bridges, etc...) are loaded at runtime?
(I want to create a system where the final gamers can make modding of my game!)

Please help me!

Powerful ABT (Adaptive Binary Tree) [Re: Alessandro] #150641
08/30/07 08:30
08/30/07 08:30
Joined: Sep 2006
Posts: 188
Latvia
MDI Offline
Member
MDI  Offline
Member

Joined: Sep 2006
Posts: 188
Latvia
Cool stuffs! But that mean when invisible objects is rendered or not? When use fog then dont render, but if only im saying youare invisible - or then is?
And what is 3d hardware!


Latvija rullē
Re: Powerful ABT (Adaptive Binary Tree) [Re: Alessandro] #150642
08/30/07 08:33
08/30/07 08:33
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
It will not load models dynamically. It will hide or unhide models to prevent them to render at your graphics card when they are not in view. Dynamically loading of models needs multi-threading but AFAIK it is not available in Gamestudio. You can load them dynamically but it might slowdown fps seriously then.


Models, Textures and Games from Dexsoft
Re: Powerful ABT (Adaptive Binary Tree) [Re: Machinery_Frank] #150643
08/30/07 09:15
08/30/07 09:15
Joined: Sep 2004
Posts: 130
Italy
Alessandro Offline OP
Member
Alessandro  Offline OP
Member

Joined: Sep 2004
Posts: 130
Italy
I think I did not explain well my concept (sorry for my bad English!).
When I talk about "Dynamically loading of models", I load them only when the game starts.

Let's say I create some models (e.g.: three different airplanes, plus some buildings for the environment), then I load them when the applications start.

In this way, if 3dgs could manage well them (not only dynamic models, but even buildings, bridges, etc...) I could reach 2 targets:

1) the final gamers will be able to modify the models (e.g.: making them more beautiful, or more funny, or quite different!);
2) I could change the environment based on the time (e.g.: year 1970, year 1980, year 1990, etc....). When the time goes on, I could change the buildings to give a feedback of the time to the players!).

There are even more possibilities how to use this feature.
The problem is I don't know if (and how!) 3dgs engine works under these conditions.
My thought was that since ABT does NOT need compilation, I wanted to use it to dynamically change objects. Furthermore, are there any limitations of ABT vs BSP (shadows, collisions, physic, etc...) But I cannot find any documentation about it :-(

Re: Powerful ABT (Adaptive Binary Tree) [Re: Alessandro] #150644
08/30/07 15:19
08/30/07 15:19
Joined: Sep 2004
Posts: 130
Italy
Alessandro Offline OP
Member
Alessandro  Offline OP
Member

Joined: Sep 2004
Posts: 130
Italy
After reading the documentation (and many links!) I found this information (from manual):

----------------------------------------
Build Simple Map / Build Map Entity

Compile the map without BSP / PVS data and palettes, for simple level or Map Entities, or levels that contain concave or imported elements and are not suited for a BSP tree. The map compiles faster this way, but light maps can compile slower.
----------------------------------------

It means that in order to create a WMB file without BSP data we need to compile using this option!

Re: Powerful ABT (Adaptive Binary Tree) [Re: Alessandro] #150645
09/03/07 17:33
09/03/07 17:33
Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
Tobias Offline

Moderator
Tobias  Offline

Moderator

Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
Of course models are always loaded dynamically in Gamestudio, Friendly Frank was confusing this with multithreading but that is something entirely different. Normally models are only loaded when they become visible to the player, but when you set the variable "preload_mode" to 1 they are already loaded when the level is loaded.

If you dont have the Pro edition it does not matter how you compile the level, it will always be rendered with ABT. But rendering with "Simple Map" is better because then you can have arbitrary geometry, otherwise your geometry must be BSP suited (convex).

Page 1 of 2 1 2

Moderated by  HeelX, Spirit 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1