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crowd #126287
04/25/07 14:19
04/25/07 14:19
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline OP
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AlbertoT  Offline OP
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Joined: Oct 2006
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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.
Re: crowd [Re: AlbertoT] #126288
04/25/07 14:27
04/25/07 14:27
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Poor village - Poland ;)
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.
Re: crowd [Re: tompo] #126289
04/25/07 16:55
04/25/07 16:55
Joined: Oct 2006
Posts: 1,245
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AlbertoT Offline OP
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AlbertoT  Offline OP
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Quote:


30k animating ents on the screen yet





30k animated tris not 30k ents

Re: crowd [Re: AlbertoT] #126290
04/25/07 18:03
04/25/07 18:03
Joined: Mar 2005
Posts: 514
Brazil
Carloos Offline
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Carloos  Offline
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Brazil
You should take into account 30K tris.

Re: crowd [Re: Carloos] #126291
04/25/07 18:46
04/25/07 18:46
Joined: Oct 2006
Posts: 1,245
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AlbertoT Offline OP
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AlbertoT  Offline OP
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ok but why ?
I dont think that the cost for rendering 10 clones is the same as the one for rendering 10 different models, assuming the same number of tris
Take a vertex animation sequence for example
You must interpolate the local coord between two next key frames
In the former case you make this operation 1 time in the latter case 10 times

Re: crowd [Re: AlbertoT] #126292
04/25/07 19:25
04/25/07 19:25
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Poor village - Poland ;)
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.
Re: crowd [Re: tompo] #126293
04/25/07 20:15
04/25/07 20:15
Joined: Oct 2006
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AlbertoT Offline OP
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AlbertoT  Offline OP
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Why 30k loops ?
You update only the local coords of your original 3d model , then you update the world coords of the original model and of the 9 clones

Re: crowd [Re: AlbertoT] #126294
04/25/07 20:26
04/25/07 20:26
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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in vid memory the models are as one, but they have to be rendered single...and cos the functions: u could use a loop, that updates all the pos...i am not sure how fast it would be...

Re: crowd [Re: Scorpion] #126295
04/26/07 16:09
04/26/07 16:09
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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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


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: crowd [Re: PHeMoX] #126296
04/26/07 22:08
04/26/07 22:08
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Cambridge
i don't know how you people come to think of 30k entities, loops or whatever. it's 10 entities. and 10 loops don't have an impact on your framerate.

you should look into instancing. dx10 does this, 3dgs can't, actually.

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