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Re: Abandoned [WIP]
[Re: Nems]
#161279
11/17/07 20:49
11/17/07 20:49
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Joined: Mar 2003
Posts: 4,264 Wellington
Nems
OP

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OP

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Joined: Mar 2003
Posts: 4,264
Wellington
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After settling in with our remote dev environment we now begin LODding from start_pos1. The approach taken here is to seek the means to have the engine 'cruise along' rather than 'lag a long' and despite the many advices regarding clip_far and visible/invisible, no test conducted by me have ever bested LOD loading. Clipping and visiblity management for fustrum culling still holds on to resources better saved for other aspects of dev work and can lead to massive frame rate drops if ones approach to dev work is still centered around prototyping, when employing alphas in conjunction with default scene management measures. LODding is a must for this engine in order to attain freedom to develop. Of course this means a larger file footprint (owing to the extra LOD models) but performance is exactly what can be expected, a much needed measuring tool. Here we see the access to the mountain entry area and 'start_pos1' where 3 model segments have been removed in order to use as reference for the initial LOD modelling.  The segments  and here, all the sections of the removed segment have been modelled to stage2 LOD  The final LOD stage will be even more detailed. The idea is that at any stage, only what the camera sees will ever be loaded up affording resources for effects and functions to run.   
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Re: Abandoned [WIP]
[Re: Nems]
#161280
12/24/07 00:51
12/24/07 00:51
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Looks promising! At the moment, you don't seem to care about the textures. I prefer to include tiled textures from the beginning, at least placeholders, to see the tiling. I use already textured model pieces and stitch them together to avoid seams, because I think it is less work with the uv-mapping. But, it depends on the landscapes, maybe, your environment won't take profit from my method. I don't know.
Keep up the work!
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Re: Abandoned [WIP]
[Re: lostclimate]
#161282
12/24/07 13:21
12/24/07 13:21
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Joined: Nov 2005
Posts: 1,007
jigalypuff
Serious User
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Serious User
Joined: Nov 2005
Posts: 1,007
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it is still going, expect new screenies soonish lol
Why does everyone like dolphins?
Never trust a species which smiles all the time!
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Re: Abandoned [WIP]
[Re: jigalypuff]
#161283
12/27/07 09:34
12/27/07 09:34
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Joined: Mar 2003
Posts: 4,264 Wellington
Nems
OP

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OP

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Joined: Mar 2003
Posts: 4,264
Wellington
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 yup, more screenies soonish and I'll ask the team to look at your offer lostclimate. @papenheimer, yes, sorry about the texture mess right now but at that time it wasnt important, now that we are building lod stages for the views seen above we need to sort textures out to a more acceptable showcase standard. Thanks for the tiling hint, hadnt thought about that at all I was thinking that each sub-level area will have an individual detail and tiling map first before looking at shaders to finish the 'look', if any and use I use your texture system too  . I havnt attempted stiching yet but we have two good scripters who could handle any difficulty I may encounter I am thinking and would welcome any directions in the process. At the moment, I am holding up the dev process as I havnt completed the lodding stages yet but will get onto it following the required xmass visits etc. Hopefully a detailed progress post will follow shortly after that.
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