Gamestudio Links
Zorro Links
Newest Posts
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
4 registered members (degenerate_762, AbrahamR, AndrewAMD, ozgur), 667 guests, and 8 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 4 1 2 3 4
Re: A7 BSP new rendering engine [Re: NITRO777] #119799
03/30/07 09:27
03/30/07 09:27
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Quote:

BSP is by far the best scene management system for hardware accelerated systems




I think the problem is that I'm talking about levels with large amounts of arbitrary geometry.. in this case BSP is not a good solution is it?...unless you have to construct your levels out of simple shells, with meshes inside them all.. this would be a big pain...


Sphere Engine--the premier A6 graphics plugin.
Re: A7 BSP new rendering engine [Re: Matt_Aufderheide] #119800
03/30/07 09:32
03/30/07 09:32
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Arbitrary geometry is not a problem for modern engines. In A7 you'll later be able to import any arbitrary-shaped geometry and the BSP tree will still work. The tree process 'knows' which objects should be used for the tree and which shoudn't.

Re: A7 BSP new rendering engine [Re: jcl] #119801
03/30/07 09:49
03/30/07 09:49
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
oh ok... I just thought BSP calcualtions didnt work with concave geometry and so forth...


Sphere Engine--the premier A6 graphics plugin.
Re: A7 BSP new rendering engine [Re: Matt_Aufderheide] #119802
03/30/07 10:28
03/30/07 10:28
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Quote:


oh ok... I just thought BSP calcualtions didnt work with concave geometry and so forth...




Yeah, same here. I always thought BSP was convex only, and quite outdated because of it.

Which makes me wonder, why not sooner? Why will BSP allow concave eventually with A7 and not with A5, A6? Why the time for developing an Octree/ABT for concave if BSP would have allowed it all along? I think if BSP allowed seamless geometry of all types, many people would be drawn to it regardless of the longer compile(if it really does have a much better speed difference). This would also make BSP more newbie friendly due to the elimination of convex only geometry. Not that it's terribly complex anyways. Probably most who started with Gstudio started by building all kinds of convex levels in WED, more advanced users may eventually switch over to Max, Lightwave, and create everything there. Because of this, they'd most likely require concave geometry anyways(ABT) and of course, good scene importers that import both models(so you can apply actions to certain objects) and geometry.

If Gears of War is BSP based, it surely doesn't use convex geometry for everything. Only programs like Max and Lightwave can create these types of meshes, and these mesh's are arbitrary. WED wouldn't be able to develop similar levels, because it's tailored for convex levels.

Re: A7 BSP new rendering engine [Re: William] #119803
03/30/07 11:48
03/30/07 11:48
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
There is no such thing as a 'concave' or 'convex' geometry for a BSP tree. A BSP tree is plane based.

The limitation to convex blocks in most BSP-based engines, like A4 through A6, had other reasons. Both the light map compiler and the PVS system relied on convex blocks. That's why the A7 map compiler needs more time for lightmapping when blocks are not convex - we're using a different algorithm for such blocks, which is slower.

Re: A7 BSP new rendering engine [Re: NITRO777] #119804
03/30/07 14:06
03/30/07 14:06
Joined: Feb 2003
Posts: 195
slacker Offline OP
Member
slacker  Offline OP
Member

Joined: Feb 2003
Posts: 195
Wow that is great news - I am seeing some pretty low frame rates right now, but I have pretty complicated scenes and meshes - and am at constant battle with optimization.

I ask about ABT because it seems that having an understanding of how the culling algorythms work might help with scene layout strategy, and I am just curious about the technology that I am using.

Re: A7 BSP new rendering engine [Re: slacker] #119805
03/30/07 14:40
03/30/07 14:40
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline
Serious User
MaxF  Offline
Serious User
M

Joined: Jul 2002
Posts: 1,364
Minbar
Well there is my 2 cent (descent).

"From its very nature, BSP is a Pro feature"

Being a customer for 5 years and I've always had BSP not 100% happy about it been taking away if I don't upgrade to Pro, love U Conitec but I need to say this

From the above posts, I think you are saying that BSP will work with arbitrary-shaped geometry.
Quote:

"import any arbitrary-shaped geometry and the BSP tree will still work."




So does this mean that we are removing BSP blocks, if not will shaders work fast on BSP blocks.

I'm still thinking about upgrading to Pro but I have to think about it hard, $1000 is a lot of money (after exchange) to spend, it would be nice to see the different packages planned for A7.

But I still can't get out of my mind, that if I spent $1000 elsewhere on a engine, I would get great shaders out of the box like

Unity Engine

I do want to stay with 3DGS and I know that a list of shaders are coming in templates, but it feels like they have been coming for years

Last edited by MaxF; 03/30/07 14:59.
Re: A7 BSP new rendering engine [Re: MaxF] #119806
03/30/07 19:26
03/30/07 19:26
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
Senior Expert

Joined: Jul 2000
Posts: 8,973
Bay Area
MaxF: It may help to think of it this way, with A7 you are getting an updated rendering engine. This engine uses a new format (ABT) that improves on the old (BSP) format with much quicker build times and, in many cases, improved performance.

The BSP feature that the Pro owners are getting isn't the same as the one that ABT replaced in A6. The A7 Pro BSP can use arbitrary-shaped geometry, work with ABT, etc. The downside is that this new BSP is a lot trickier to use right than the base ABT system. Thus, Pro only.


Conitec's Free Resources:
User Magazine || Docs and Tutorials || WIKI
Re: A7 BSP new rendering engine [Re: Doug] #119807
03/30/07 19:30
03/30/07 19:30
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline
Serious User
MaxF  Offline
Serious User
M

Joined: Jul 2002
Posts: 1,364
Minbar
Hey Doug

So you are saying that the A7 Pro BSP has been rewritten and will be faster then the A6Con BSP engine?

I wish JCL would show a specification list for A7, it would help people like me who are thinking about upgrading to A6Pro now.

A7Com is not losing shader editor or anything else is it?






Last edited by MaxF; 03/30/07 20:11.
Re: A7 BSP new rendering engine [Re: Doug] #119808
03/30/07 19:30
03/30/07 19:30
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
Quote:

The BSP feature that the Pro owners are getting isn't the same as the one that ABT replaced in A6. The A7 Pro BSP can use arbitrary-shaped geometry, work with ABT, etc. The downside is that this new BSP is a lot trickier to use right than the base ABT system. Thus, Pro only.


sounds interesting. i thought a7 will just keep the old bsp system around. but why will it be trickier to use right? could you go into a bit more detail?

and maxf's question about bsp + shaders was a good one too.

Page 2 of 4 1 2 3 4

Moderated by  old_bill, Tobias 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1