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Re: What are you working on?
[Re: rayp]
#414532
01/03/13 22:34
01/03/13 22:34
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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Restructured polygons on forehead,cheeks,chin and eye sockets. remade lips and nose. added the back of the head and neck. 1290 tris(eyes not counted) --- Blender question: Model is mostly made of quads, ctrl+t or exporting fbx triangulates the model. It's mostly fine but some quads are triangulated in from incorrect corners, do i have to triangulate them manually or is there a way to ask blender to triangulate them in a way so that the triangulated quad is concave not convex?
3333333333
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Re: What are you working on?
[Re: lostclimate]
#414537
01/04/13 02:45
01/04/13 02:45
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
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Expert
Joined: Oct 2004
Posts: 4,134
Netherlands
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I made some planets. Pretty happy with the results from the workflow that I created. Some planets are not that pretty completely zoomed in though, was still toying around with textures. All planets are created using only free concrete and stone textures as resources on texturez.com.
Last edited by Joozey; 01/04/13 02:47.
Click and join the 3dgs irc community! Room: #3dgs
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Re: What are you working on?
[Re: txesmi]
#414600
01/05/13 16:00
01/05/13 16:00
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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I'm doing some tests again: 300 units in 10 groups are moving smoothly, but for 600 units in 20 groups, with pssm shadows, I got now about 14 fps when all is moving (when standing, it is over 40). Vertex animation is used, it's not as bad as before, if heavy lod applied: 400, 250, 125, and 75 tris. I found it faster to use pssm than decal shadows, over a certain quantity. maybe I should use physx instead of c_move to get better performance?
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Re: What are you working on?
[Re: sivan]
#414629
01/06/13 00:32
01/06/13 00:32
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
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OP
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Joined: Apr 2008
Posts: 2,488
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very distant characters are so tiny , hard to see, you should go for sprites : Far Cry (first game of the series) optimisation. gamasutra article : imposters Far Cy sprites technique
Last edited by ratchet; 01/06/13 00:32.
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Re: What are you working on?
[Re: ratchet]
#414632
01/06/13 00:49
01/06/13 00:49
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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Î Saw this technique in other Crytek-games, too (Crysis: Warhead for example), mostly used for vegetation. It is a really good idea and there's almost no visible difference between actual polygons and a sprite.
EDIT: just noticed that if you're animating a high number of models it's going to be really performance eating. Think about disabling the animations for distant models - or, as ratchet suggested, use (not animated) sprites
Last edited by Kartoffel; 01/06/13 00:59.
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#414637
01/06/13 01:20
01/06/13 01:20
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Started to work on an RTS myself a few days ago as a pet project next to Superku, pathfinding and group movement already work on a playable yet imperfect state (so does fog of war including hidden units, the minimap, group to hotkey and so on): @sivan: The framerate problem in your screenshot obviously is a result of the script, not the rendering (29.4ms for code, 7.1ms for rendering). You shouldn't use a while loop for every unit but a single loop that executes all unit movements/ actions, this will speed up your game notably. Then you should not use c_move too for performance reasons. Luckily you don't need it because you can simply use 2D sphere-sphere collision detection instead.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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