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Re: A8 [Re: sPlKe] #321661
05/01/10 09:45
05/01/10 09:45
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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F

Joined: Sep 2003
Posts: 9,859
dream on.

Re: A8 [Re: FBL] #321726
05/01/10 19:08
05/01/10 19:08
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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croman  Offline
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Joined: Nov 2007
Posts: 1,032
Croatia
2 questions, maybe someone besides JCL knows the answers laugh

1. when is A8 aprox. going to come out? please dont say this year...be little more specific if you can...
2. is it going to be DX9 or maybe, just maybe it'll support DX10? or will it be OpengGL?


maybe this was answered already in this thread but i couldnt make myself read all 16 pages hehe



Ubi bene, ibi Patria.
Re: A8 [Re: croman] #321732
05/01/10 19:29
05/01/10 19:29
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
1. this summer.
2. dx9.(it MAY support opengl since they are considering mobile versions?)


3333333333
Re: A8 [Re: croman] #321733
05/01/10 19:29
05/01/10 19:29
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
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Widi  Offline
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Joined: Aug 2007
Posts: 1,922
Schweiz
1: A8 comes out this summer, there is already a Beta
2: i don`t know...

Last edited by Widi; 05/01/10 19:30.
Re: A8 [Re: Widi] #321737
05/01/10 20:23
05/01/10 20:23
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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croman  Offline
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Joined: Nov 2007
Posts: 1,032
Croatia
open or closed Beta?



Ubi bene, ibi Patria.
Re: A8 [Re: croman] #321740
05/01/10 20:27
05/01/10 20:27
Joined: Mar 2010
Posts: 75
YellowAfterlife Offline
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YellowAfterlife  Offline
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Joined: Mar 2010
Posts: 75
'closed' beta.
check http://manual.3dgamestudio.net/beta.htm for details.


Unfortunately, I've not worked with 3dGS for a while now, but it was fun
Re: A8 [Re: YellowAfterlife] #321743
05/01/10 20:34
05/01/10 20:34
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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croman  Offline
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Joined: Nov 2007
Posts: 1,032
Croatia
ok, thanks

and one last question for tonight laugh
what other platforms will be supported?



Ubi bene, ibi Patria.
Re: A8 [Re: croman] #321744
05/01/10 20:46
05/01/10 20:46
Joined: Mar 2010
Posts: 75
YellowAfterlife Offline
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YellowAfterlife  Offline
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Joined: Mar 2010
Posts: 75
Quoting jcl -
Originally Posted By: jcl
A mobile version is planned, but we have not yet made final decisions about the time frame and target platforms.



Unfortunately, I've not worked with 3dGS for a while now, but it was fun
Re: A8 [Re: JibbSmart] #321824
05/02/10 18:46
05/02/10 18:46
Joined: Nov 2004
Posts: 55
Michigan
S
splashmaker Offline
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splashmaker  Offline
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S

Joined: Nov 2004
Posts: 55
Michigan
Quote:
The description of matBones (which is, for me, one of the features I've been looking forward to most) says "With only a few bones and no weights, the difference is less noticable." -- I was under the impression that the amount of vertices attached to animated bones was by far more of an issue than the number of bones.


I think any decent gaming graphics card will be vastly more powerful regardless.
Since gpu animation will run on the vertex shader, and the vertex shader is the most underutilized part of rendering, there is plenty of headroom for the gpu.
I forgot to mention that animation can also be accomplished within a fixed function effect on hardware previous to vertex shaders.

In this old article they compare a Radeon 9700 being 5 times faster than a pentium 4 at 3.0 ghz. That card did not have universal shaders, so there was less vertex processors than pixel processors, and it STILL got 5 times performance.
Now we have dynamic allocation to vertex and pixel shaders, and shader performance expanded vastly since then.

Last edited by splashmaker; 05/02/10 19:00.
Re: A8 [Re: splashmaker] #321880
05/03/10 00:05
05/03/10 00:05
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
I did tests a while ago when I first requested the feature (it was a bit hacky, but it worked). I got far more than a 5 times performance boost -- there's far more information in the original thread, somewhere in the archives of the future forum probably. Differences in ratio would vary largely according to how up-to-date the user's CPU is compared to their GPU.

All I was saying is it doesn't appear to be the amount of bones that would be giving people performance issues, it's the amount of vertices. Although, that's compounded by bone-blending functions. Still -- unless an obscene amount of bones are being used, I would've thought the amount of bones would be one of the least important factors.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
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