List Info

Thread: Re: shockwave 3d and bsp trees




Re: shockwave 3d and bsp trees
country flaguser name
Colombia
2007-03-07 16:31:45
> - There's really no need for aggressive adding and
removing of groups of 
> off-screen models since SW3D culls off-screen models
fairly well.

True, but culling sometimes depends on the application.
I wanted no pop-up in shell at all (I managed that 99.9% of
the time - 
naturally the few errors I missed annoy the hell out of
me!), but could 
never have the game running without culling of some
description - the game 
world plus the other required models is around 35k
polygons.
I think I mentioned in a previous post though that that
process was too time 
/ labour intensive and I'm seeking to do a bigger area, with
lower polygon 
density and let Director have more of a hand in what gets
culled this time 
around.

> - LOD seems to help with high polygon non-animated
models. But on animated 
> models even with aggressive LOD'ing you won't see much
of a noticeable 
> gain in performance. You're far better off removing the
bonesplayer 
> modifier on distance models.

I'll definately be bearing this stuff in mind in future,
cheers guys for 
reminding me there's still plenty to learn 

Barry
gerbiltheburrow.co.uk 

_______________________________________________
dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l

[1]

about | contact  Other archives ( Real Estate discussion Medical topics )