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ABT & Maximum number of entities #261639
04/19/09 04:30
04/19/09 04:30
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Matt_Aufderheide Offline OP
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I'm interested in understanding how the engine handles large numbers of entities with the adaptive binary tree. I assume like an octree, each cell contains the data for all the entities it contains, but here's the question, when is a cell inactive? That is when does it not need to worry about inactive entities?

In a simpler way, what is a reasonable maximum number of entities to place in a very large outdoor level?

i have implemented a GPU-based terrain, and iwant to have large number of entities placed ina huge world, and I'm wondering if the ABT in A7 will handle this well, or I should implement my own quadtree.

Re: ABT & Maximum number of entities [Re: Matt_Aufderheide] #262133
04/22/09 03:58
04/22/09 03:58
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Matt_Aufderheide Offline OP
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Maybe my question wasn't clear...

All I want to really know is what is can I place say, 5000 trees in WED (not all will be on screen at same time) and not have super lag?


Sphere Engine--the premier A6 graphics plugin.
Re: ABT & Maximum number of entities [Re: Matt_Aufderheide] #262142
04/22/09 06:10
04/22/09 06:10
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take me down to the paradise c...
Cowabanga Offline
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take me down to the paradise c...

Re: ABT & Maximum number of entities [Re: Cowabanga] #262221
04/22/09 14:17
04/22/09 14:17
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Matt_Aufderheide Offline OP
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Thanks but I understand clipping and so on.

When an entity is created it has some overhead. it needs to be frustum culled, sorted, etc.

In my own engine, I use a quad tree for fast culling of large numbers of entities. Is the adaptive binary tree in A7 suited for the same purpose?


Sphere Engine--the premier A6 graphics plugin.
Re: ABT & Maximum number of entities [Re: Matt_Aufderheide] #262236
04/22/09 16:05
04/22/09 16:05
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Spirit Offline

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AFAIK, an ABT or a quad tree is only for clipping but not for culling. But I think, you better ask Conitec, they probably know the ABT better than us poor users smile.

Re: ABT & Maximum number of entities [Re: Spirit] #262297
04/23/09 01:41
04/23/09 01:41
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Matt_Aufderheide Offline OP
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I was talking about frustum culling which the ABT is used for.


Sphere Engine--the premier A6 graphics plugin.
Re: ABT & Maximum number of entities [Re: Matt_Aufderheide] #262302
04/23/09 03:01
04/23/09 03:01
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ventilator Offline
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you will more likely get an answer in "ask the developers" forum. probably you won't get around doing some performance tests yourself though. from my experience a7 should be able to handle several thousand entities.

why do you consider returning to gamestudio from your own engine?

Re: ABT & Maximum number of entities [Re: ventilator] #262308
04/23/09 03:21
04/23/09 03:21
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matt -> which engine u using as ur own ? how many entities does it support ?


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Re: ABT & Maximum number of entities [Re: delinkx] #262311
04/23/09 03:43
04/23/09 03:43
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Matt_Aufderheide Offline OP
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Thanks ventilator smile

About my own engine.. its my own that I wrote from scratch...I can handle thousands (like speedtree) of trees for instance because its set up for that purpose...

I'm going back to Gamestudio because my own engine doesnt have things like collisions and animations.. this is very tough stuff to program.


Sphere Engine--the premier A6 graphics plugin.
Re: ABT & Maximum number of entities [Re: Matt_Aufderheide] #262313
04/23/09 03:58
04/23/09 03:58
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ventilator Offline
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did you have a look at collision detection and physics libraries like newton or bullet?

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