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Re: A7 BSP new rendering engine [Re: ventilator] #119809
03/30/07 19:43
03/30/07 19:43
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
I just want to be able to put in crazy organic geometry in my levels, unwrapped UV's however I lay them out, and have everything draw nice and fast without convex restrictions or having to take any kind of special precaution in my level design tools (other than, okay, polycount) and have lightmaps. ABT sounds like my dream come true.

Re: A7 BSP new rendering engine [Re: JetpackMonkey] #119810
03/30/07 20:39
03/30/07 20:39
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
The fact that the Pro BSP will work with arbitrary geometry makes the move to a pro only feature a bit easier to swallow. If it was the same old BSP, then this wouldn't be the case.

Quote:

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.




Based on the current private beta, this isn't the case when using high quality lightmaps, or at least in my limited experience with it. In the case of one specific level (the arched "Super Nintendo" hallway) the lightmap calculations take 3 minutes when in high mode. In low mode it's a mere 10 seconds, however this is how fast the current A6 build takes when in high mode. Performance during play is also impacted, but it is a detailed scene where the framerate hit happens but again it doesn't get hit in the current A6.

I don't know if the current beta compiler is buggy when it comes to building or if that is simply the tradeoff. Regardless, it's still much faster than BSP with visibility turned on.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: A7 BSP new rendering engine [Re: Orange Brat] #119811
03/31/07 10:48
03/31/07 10:48
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

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

The fact that the Pro BSP will work with arbitrary geometry makes the move to a pro only feature a bit easier to swallow. If it was the same old BSP, then this wouldn't be the case.





I agree, that about sums it up. I just always believed BSP would never allow arbitrary geometry, and was outdated because of it. Partly based this on thinking ABT/Octree was being developed as the future replacement. And now hearing BSP allows arbitrary geometry is a bit weird... Then again, I don't know a whole lot about the inner workings of engines.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
ABT octree and BSP technical description [Re: William] #119812
04/01/07 23:04
04/01/07 23:04
Joined: Feb 2003
Posts: 195
slacker Offline OP
Member
slacker  Offline OP
Member

Joined: Feb 2003
Posts: 195
found this interesting for those interested in reading more about ABT, Octree and BSP.

http://www.gamedev.net/community/forums/topic.asp?topic_id=123169

Re: ABT octree and BSP technical description [Re: slacker] #119813
04/02/07 00:04
04/02/07 00:04
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Thanks for the link, it made more sense of things.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: ABT octree and BSP technical description [Re: William] #119814
04/02/07 19:55
04/02/07 19:55
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
Senior Expert

Joined: Jul 2000
Posts: 8,973
Bay Area
Quote:

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




No, I didn't. I said it can use arbitrary-shaped geometry and work with ABT.
It can also make your project faster than a ABT version *if* you use it right.

Quote:

I wish JCL would show a specification list for A7



He will once we know exactly what will be in A7. Unlike some other companies (*cough*Microsoft*cough* ) we don't like to promise things we can't deliver on.
If we tell you "X" is going to be in A7, and we discover that we can't finish feature "X" in time. Either we have to delay the release of A7 (bad), release a half finished "X" (the worse solution), or be accused of false advertising (ugly).


Conitec's Free Resources:
User Magazine || Docs and Tutorials || WIKI
Re: ABT octree and BSP technical description [Re: Doug] #119815
04/02/07 20:19
04/02/07 20:19
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline
Serious User
MaxF  Offline
Serious User
M

Joined: Jul 2002
Posts: 1,364
Minbar
Thanks for the info Doug


Re: ABT octree and BSP technical description [Re: MaxF] #119816
04/03/07 02:38
04/03/07 02:38
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
im still for bsp = pro and com...

but who asks me?;-P

Re: ABT octree and BSP technical description [Re: sPlKe] #119817
04/10/07 13:16
04/10/07 13:16
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline
Serious User
MaxF  Offline
Serious User
M

Joined: Jul 2002
Posts: 1,364
Minbar
Quote:

im still for bsp = pro and com...




So Am I

Last edited by MaxF; 04/10/07 13:41.

Re: ABT octree and BSP technical description [Re: MaxF] #119818
04/10/07 13:54
04/10/07 13:54
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
In applying textures to ABT surfaces-- are we limited with the same basic restriction as in BSP for UV mapping (like, I think you basically had to use a kind of plane UV per side), or can we have more complex UV maps like if I had a crazy structure that I autounwrapped and handpainted in deep paint etc?

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