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crowd
#126287
04/25/07 14:19
04/25/07 14:19
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Joined: Oct 2006
Posts: 1,245
AlbertoT
OP
Serious User
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OP
Serious User
Joined: Oct 2006
Posts: 1,245
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Hello
Suppose that I have an animated character let's say 3000 tris I clone it 9 times, same mesh, same texture same animations, same everything Just the position and orientation are different
Should I take into account 3000 x 10 = 30.000 tris same as they were completely different models ?
I have read that Direct X 10 can handle this situation Obviusly it would an important feature to create a realistic crowd
What about 3DGS ?
Last edited by AlbertoT; 04/25/07 14:20.
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Re: crowd
[Re: AlbertoT]
#126288
04/25/07 14:27
04/25/07 14:27
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Joined: Mar 2007
Posts: 776 Poor village - Poland ;)
tompo
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User
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
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3DGS is useing DX9 so you may forget about 30k animating ents on the screen yet  Maybe if you'll have 2CPUs core-quatro or something with HT... and of course 4 graphic cards...  or use something like Waving Grass shader 
Never say never.
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Re: crowd
[Re: tompo]
#126289
04/25/07 16:55
04/25/07 16:55
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Joined: Oct 2006
Posts: 1,245
AlbertoT
OP
Serious User
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OP
Serious User
Joined: Oct 2006
Posts: 1,245
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Quote:
30k animating ents on the screen yet 
30k animated tris not 30k ents 
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Re: crowd
[Re: AlbertoT]
#126292
04/25/07 19:25
04/25/07 19:25
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Joined: Mar 2007
Posts: 776 Poor village - Poland ;)
tompo
User
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User
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
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Rendering speed is one problem but number of running functions is the main problem in this situation. Becouse you don't have 1 loop function with animations but 30k loops!!! and this will kill any komputer  Maybe not those using with nuklear simulations for 1-2 mln$ 
Last edited by tompo; 04/25/07 19:27.
Never say never.
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Re: crowd
[Re: Scorpion]
#126295
04/26/07 16:09
04/26/07 16:09
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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It's possible to check all entities in the level by ent_next 'and friends'  and change their behavior based on this one function. Not sure if this causes more functions to be running, however if you want to work with independent skills and stuff, things will have to be calculated separately, right? This would mean more entities means a heavier function, Cheers
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