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Re: iSDGE (an Open Source iPhone Game Engine)
[Re: Pappenheimer]
#337055
08/07/10 21:57
08/07/10 21:57
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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OP
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Joined: May 2005
Posts: 2,713
Lübeck
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What do you mean? Number of tris and resolution? Both as small as possible without destroying the look . For medium important stuff I´d say around 500 tris and a resolution of 256*256. If you are talking about the scale, 1 unit = 1m does probably do a good job. Float should give enough precision than for small and for big objects, as long as you don´t have distances of lightyears or something . If you´ve got any ideas for features, feel free to request them here: http://sourceforge.net/tracker/?group_id=318519&atid=1339401 (needs a sourceforge account, to add stuff)
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Re: iSDGE (an Open Source iPhone Game Engine)
[Re: Pappenheimer]
#337407
08/10/10 18:53
08/10/10 18:53
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Posts: 2,713
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I finally got some first stencil shadows to work. They don´t yet work with more complex objects due to the kind of normals the shadows need, but that is going to be easy to fix. A bigger problem is, that my silouette detection is quite slow at the moment. There is space to optimize it, but I am not sure if that is going to be enough. However, here is a first screenshot: Fixed the normal "problem": and some house I´ve thrown together in blender (shows pretty well, that things are slow at the moment^):
Last edited by Slin; 08/10/10 21:08.
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Re: iSDGE (an Open Source iPhone Game Engine)
[Re: Slin]
#337444
08/10/10 21:28
08/10/10 21:28
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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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I guess that 1GHz will be too less anyway to make reasonable framerates in games for smartphones. More appropriate is probably a safe decal shadow sprite which sticks to the surfaces. But, nonetheless, any progress in this project is welcomed!
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Re: iSDGE (an Open Source iPhone Game Engine)
[Re: Pappenheimer]
#337708
08/12/10 18:08
08/12/10 18:08
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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I came up with an idea to precalculate the slower parts of the silouette detection, which basicly works the same way as before but A LOT faster. It is quite memory consuming, but I doubt that this will ever be a problem. That precalculation is kinda slow, but only has to be done once and is independant of light and model positions and orientations. The spacecraft on the following screenshot was running with about 0.1fps with shadows before, so I´d say that this is a big improvement (the scene should have about 2.5k triangles, maybe a bit more): And another one (silouette detection is really fast, but rendering of the volume needs some speed up): And one more
Last edited by Slin; 08/12/10 22:01.
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Re: iSDGE (an Open Source iPhone Game Engine)
[Re: Slin]
#341679
09/19/10 11:04
09/19/10 11:04
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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do you currently working only on the iOS version? or do you develop the Android version parallely? or will you port it afterwards? (Asking, just got new Android phone )
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