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Re: SuperCan
[Re: Machinery_Frank]
#354032
01/14/11 20:26
01/14/11 20:26
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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I agree also , the debate don't matter ! Only a demo can speak from itself That's lot of years A7/A8 never had a big demo (given with the dev kit), and it will be great if one day they decide to really make it It could be done by using next gen models instead of forver old low poly models on A8 ! Bought animated 3D models, and vegetation, pro textures, all that in a terrain with some basic gameplay, kill nearest ennemies AI ! I don't understand why A8 don't have some next gen animated character within it ?? Why not showing the best it can do ? Who can do a lot can do less indeed ! Showing next gen poer of A8 ! If it can do that indeed it can do low poly games on laptop and old PC !! Well just my commercial point of view !
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Re: SuperCan
[Re: FBL]
#354072
01/15/11 13:12
01/15/11 13:12
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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For me A8 goes down the drain when working with MANY entities. The number of triangles does not matter that much anymore (speaking of ~100 triangles per entity).... but beyond 5000 entities visible at the same time it gets frustratingly slow... It probably creates too much draw calls then. I dont know much about the insides how it renders, since I cant see the source code of the engine. But to speed things up it has to batch those items. Polygons in the view frustum sharing the same material could be sent all at once to the graphics card as an example. But another problem can be the entity database. Maybe looking up these thousands of entities is just too slow.
Models, Textures and Games from Dexsoft
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Re: SuperCan
[Re: FBL]
#354075
01/15/11 13:23
01/15/11 13:23
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Maybe you can cut your static geometry that way, that all polygons with a certain material are in one layer. In LW or Modo I can select a material of a scene. So I can cut it out and put it in an extra layer. So when you have 10 materials you will have 10 submeshes. But this makes only sense for a certain area, like a room. In an outdoor scene you also have to cut it into parts that way, that the view frustum culling can switch it off, when they are no more visible.
Models, Textures and Games from Dexsoft
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Re: SuperCan
[Re: Realspawn]
#354291
01/17/11 14:15
01/17/11 14:15
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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They are creating the game for TTCocuk. That stands for Turk Telekom Cocuk(children). Turk Telekom is europe's one of the largest(subscriber count?) telecommunication companies. It has a lot of divisions, ISP, telephone, steam-like game distribution, online music distrubition etc. F.i i am currently using TTnet ADSL, ttnet being their ISP division. That's where the money comes from. I am guessing they already had some kind of deal with Disney and Marvel, i remember seeing Hannah Montana(disney right?) stuff on tv commercials of TTCocuk. news etc are still Turkish but you can see TTCocuk's english website here: http://www.ttcocuk.com/home/index.aspx?lang=en
Last edited by Quadraxas; 01/17/11 14:16.
3333333333
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Re: SuperCan
[Re: Joozey]
#354404
01/18/11 13:49
01/18/11 13:49
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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basically, helping wannabe superhero SuperCan to save the trees and forests from evil robots
Last edited by Quadraxas; 01/18/11 13:49.
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