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Powerful ABT (Adaptive Binary Tree)
[Re: Alessandro]
#150641
08/30/07 08:30
08/30/07 08:30
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Joined: Sep 2006
Posts: 188 Latvia
MDI
Member
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Member
Joined: Sep 2006
Posts: 188
Latvia
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Cool stuffs! But that mean when invisible objects is rendered or not? When use fog then dont render, but if only im saying youare invisible - or then is? And what is 3d hardware!
Latvija rullē
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Re: Powerful ABT (Adaptive Binary Tree)
[Re: Alessandro]
#150642
08/30/07 08:33
08/30/07 08:33
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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It will not load models dynamically. It will hide or unhide models to prevent them to render at your graphics card when they are not in view. Dynamically loading of models needs multi-threading but AFAIK it is not available in Gamestudio. You can load them dynamically but it might slowdown fps seriously then.
Models, Textures and Games from Dexsoft
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Re: Powerful ABT (Adaptive Binary Tree)
[Re: Machinery_Frank]
#150643
08/30/07 09:15
08/30/07 09:15
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Joined: Sep 2004
Posts: 130 Italy
Alessandro
OP
Member
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OP
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Joined: Sep 2004
Posts: 130
Italy
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I think I did not explain well my concept (sorry for my bad English!). When I talk about "Dynamically loading of models", I load them only when the game starts.
Let's say I create some models (e.g.: three different airplanes, plus some buildings for the environment), then I load them when the applications start.
In this way, if 3dgs could manage well them (not only dynamic models, but even buildings, bridges, etc...) I could reach 2 targets:
1) the final gamers will be able to modify the models (e.g.: making them more beautiful, or more funny, or quite different!); 2) I could change the environment based on the time (e.g.: year 1970, year 1980, year 1990, etc....). When the time goes on, I could change the buildings to give a feedback of the time to the players!).
There are even more possibilities how to use this feature. The problem is I don't know if (and how!) 3dgs engine works under these conditions. My thought was that since ABT does NOT need compilation, I wanted to use it to dynamically change objects. Furthermore, are there any limitations of ABT vs BSP (shadows, collisions, physic, etc...) But I cannot find any documentation about it :-(
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