|
7 registered members (fairtrader, Quad, miwok, Martin_HH, AndrewAMD, alibaba, dpn),
581
guests, and 0
spiders. |
|
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: ABT
[Re: darkinferno]
#272720
06/19/09 12:04
06/19/09 12:04
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
|
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
|
You will find a fantastic explanation here: http://www.gamedev.net/community/forums/topic.asp?topic_id=123169&whichpage=1򤻢The author compares ABT, BSP and octrees. He writes that a binary adaptive tree is fast and powerful and delivers something between BSP and octrees. It can be used with dynamic content and does not need pre-calculation. But the re-organization of the moving objects can make it inefficient unless you re-calculate some nodes on the fly. But for indoors you have to use it in combination with portals or occlusion geometry. Otherwise it will not do very efficient culling for this sort of environment. Meshes in the nodes and leafs of the tree will be handled the same, no matter if they are made from blocks or from models. But I dont know about the differences of the internal rendering, materials, collision detection and other factors that can make a difference between blocks and meshes. So in the end it depends on your project. ABT will manage and render an open scene quite well, but will have problems with bigger indoors.
Models, Textures and Games from Dexsoft
|
|
|
Re: ABT
[Re: Machinery_Frank]
#274248
06/26/09 09:25
06/26/09 09:25
|
Joined: Jun 2008
Posts: 151 Ukraine
XD1v0
Member
|
Member
Joined: Jun 2008
Posts: 151
Ukraine
|
I am sorry darkinferno that i write in this topic, i have similar question so i decided do not create new topic. I have commercial version, so A7 for rendering levels use ABT. I make some tests and understand that ABT do not use PVS for cliping invisible level geometry. My questions is: Is ABT use PVS(Potentially Visible Set) only for entities ?Is there any sense compile level in BPS if i want speed up rendering of level geometry?
A7 Commercial Celeron 1700, GeForce 5500 FX 256mb, 1 Gb Ram
|
|
|
Re: ABT
[Re: darkinferno]
#276095
07/03/09 11:41
07/03/09 11:41
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
|
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
|
Why not checking it out? You could make a level with lots of simple objects using blocks and the same level with models for comparison.
I have seen similar experiments made with the Torque engine and the model levels were significantly faster than the BSP/DIF levels.
Models, Textures and Games from Dexsoft
|
|
|
|