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Re: crowd [Re: Joey] #126297
04/26/07 23:21
04/26/07 23:21
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline OP
Serious User
AlbertoT  Offline OP
Serious User
A

Joined: Oct 2006
Posts: 1,245
Quote:

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.




Not only
The 10 entities are actually 10 clones
Just 1 loop is needed for on spot animations
Also shadowing and lightening cost should be greatly reduced

Obviuosly there is no problem to render 10 entities 3k tris each but 10 entities are not a crowd

I had in mind to create a crowd of let's say 100 entities made of 10 original models and 90 clones

Apart from dx 10 I suppose that that a " Crowd handling " feature could be implemented by the engine

Re: crowd [Re: AlbertoT] #126298
04/27/07 00:04
04/27/07 00:04
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Joined: Jan 2003
Posts: 4,615
Cambridge
and the engine is supposed to do what to enhance framerates? i've never heard of a very performat software instancing method.

Re: crowd [Re: Joey] #126299
04/27/07 06:17
04/27/07 06:17
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
I programmed a club scene with about 20-30 visible 1500k people (which are clones of 8 base people). Very far away people are sprite animated people with all (sprite-) animation (in the end there are 20-30 mesh people and additional 20 other Srpite people). It works, don't hesitate ^^ though, I would create one or two LOD stages in your case.

[EDIT] for about 100-150 people I would take only 10 base people, right. Use extensive LOD, and don't update them each frame! When you process only the front people (to the camera) each frame and the farer people each second frame you won't notice so much qualiyt loss. process 50% of the 2-frame people in the first and the other 50% in the second frame to distribute performance loss on two frames (which is faster than one idle frame and one "big" frame).

Last edited by HeelX; 04/27/07 06:21.
Re: crowd [Re: HeelX] #126300
04/27/07 10:07
04/27/07 10:07
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline OP
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AlbertoT  Offline OP
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Joined: Oct 2006
Posts: 1,245
Thanks a lot for your suggestion
I will try it

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