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Re: Forecast-site Model Instancing??? [Re: jcl] #351900
12/29/10 12:36
12/29/10 12:36
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
I have to disagree...instancing is absolutely necessary when rendering things like grass in particular...unless you use batched sprites, if you use models you must use instancing.

As it stands there is no way currently to render large amounts of grass (and other similar things) efficiently in A8. I implemented my own instancing functions in a dll to do this, but it would better all around if it were in the engine.

I think a lot of users would appreciate this feature.


Sphere Engine--the premier A6 graphics plugin.
Re: Forecast-site Model Instancing??? [Re: Matt_Aufderheide] #351912
12/29/10 15:02
12/29/10 15:02
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Online
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Quad  Online
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Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
SPRITE INSTANCING is already supported. you can render very large areas of grass with that. Using models for grass is waste of resources even with instancing.

Last edited by Quadraxas; 12/29/10 15:02.

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Re: Forecast-site Model Instancing??? [Re: Quad] #351917
12/29/10 15:20
12/29/10 15:20
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Originally Posted By: Quadraxas
Using models for grass is waste of resources even with instancing.


But what if you want to render hundreds of little rocks and stones on the ground? Or what if there is a city view with hundreds of lowpoly houses in the background? A forest also consists of not only unique trees. You could repeat a handful of trees all over the scenery. Although a forest could use sprites in a distance as some kind of impostors (static or dynamic).


Models, Textures and Games from Dexsoft
Re: Forecast-site Model Instancing??? [Re: Machinery_Frank] #351930
12/29/10 19:29
12/29/10 19:29
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Trier, Deutschland
I would certainly love to have instancing, of course I would love to have A8 as well wink


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: Forecast-site Model Instancing??? [Re: Nowherebrain] #352015
12/30/10 19:16
12/30/10 19:16
Joined: Aug 2008
Posts: 394
Germany
Benni003 Offline OP
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Benni003  Offline OP
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Posts: 394
Germany
Good to see people who know how important instancing is.
just one example. I'm developing an 3d city building game with 3dgs. Many times the same building, same streetmodels, same trees same people and so on are placed.
For me instancing would make the fps in my game higher.
And I think also other games would be faster with instancing.
In other engines instancing is working so good, so I think they should do model-instancing for A8.

Re: Forecast-site Model Instancing??? [Re: Benni003] #352017
12/30/10 19:47
12/30/10 19:47
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Scorpion  Offline
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Posts: 1,619
Germany
Just my two cents to this...
There is no need for a lot of different models for vegetation. You get a bunch of variation by using different rotation, size, color and animation state - probably even changing the geometry on the graphic card itself. All these things can work with just one model. And some tropical-shooter-thingy-game proofed that it works pretty well. Didn't they use just 7 or 8 different models?

Personally I need no instancing in my projects, but if someone knows, how it's properly used, there can be huge speed advantages.

Re: Forecast-site Model Instancing??? [Re: Scorpion] #352024
12/30/10 20:59
12/30/10 20:59
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
@ Benni:
For the city thing you could use wmbs with lod while the first lod of the wmb gets all buildings seperately and the last lod 'collects' them in a single model.

from the V8.00.1b beta - released Apr 23, 2010
Quote:
A8 ent_create can create several entities at once by loading a WMB entity that contains sub-entities.


There could be better solutions, maybe.

@ Scorpion
JCL, himself, didn't recommend to use animated models for that, because animated models are always slower than non-animated models...

Re: Forecast-site Model Instancing??? [Re: Pappenheimer] #352033
12/30/10 22:46
12/30/10 22:46
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
The point is... we should not need workarounds for such things.
I don't know how isntancing works and what the frame rate is, so I cannot evaluate jcl's or other statements here.

Re: Forecast-site Model Instancing??? [Re: FBL] #352266
01/02/11 15:34
01/02/11 15:34
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Scorpion  Offline
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Joined: Jan 2007
Posts: 1,619
Germany
In general the engine has all the important stuff implemented, but in a waste amount of cases, they are hard to use and set up to work just right. In my opinion that is the thing where more focus has to go. Maybe even some wrappers/simple dlls for the editors could make our lives a waaaay easier.

@Pappenheimer
Do the animations procedurally on the gpu and you're fine with that

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