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oleyo // User Search
oleyo // User SearchCPU useageJul 31, 2006, 8:52pm
To let people know:
Create solid off does NOT contribute to lightening your rendering load. It simply makes the object nonsolid for your avatar. The polys are still checked by the enging for collision. However, collision IS a drain on resourses and only the faces that you need to colide with should have collision enabled, only, this must be done in the RWX. At the end of the model simply put "collision off" in the last clump. It should be the last clump because once collision is defined as off, it cannot be turned on again. The end result of this meathod is that these polys never get to the collision checker and thus saves system resources. I define collision for at least some part of almost every object I make...it definately eases the load. Just keep an eye out for stuff that you wont need to hit :) BTW The last clump also has to be a child clump as well, dont know why, but just make sure that it is nested in your model begin / model end somewhere, in a clump begin / clump end :) Also, you may consider ADDING surfaces just for collision. For example, lets say you have a beautifull corinthian column (and its way high polys you sinner :P ), build a box around it only as wide as the column (no top or bottom of course, thats a waste!). In the RWX put the whole column in the bottom child clump, turn off collision and thrn turn opacity to 0 for the box. Vioala! You spared the poor exhausted collision detection all that work and believe me you will not need that much detail just to be able to slam into the object :) fine fine, if you REALLY want to be able to slide arounde the column you could use a hexagonal cylinder or leave collision on for just the shaft itself (without the base and capital) if the shaft is not so heavy. You may be surprised that adding these few polys will likely increase your framerate. happy building! -oleyo [View Quote] CPU useageAug 1, 2006, 5:52pm
Actually I have not taken a look at this in a long time so I cant verify or
deny the current potential performance enhances with solid off so take my first sentance with a grain of salt. However the rest of my post still applies and is definately good practice when building. Especially since there are plenty of objects that must be solid but dont have to be entirely solid. -Oleyo [View Quote] CPU useageAug 1, 2006, 6:19pm
One thing to keep in mind is that AW is TOTALY different from games like
doom UT and so on when it comes to rendering. Because the whole point of AW is to sort of stream objects and textures to you, it is designed around constantly checking the state of the world at your position at any given time (almost all games dont have to do this, the environments are almost entirely static, but in AW you might move any object next to me and i will see it happen) Also, FPS games like UT use what is called a bsp for the level. When a level is compiled (when the level is actually built by someone) it runs a calculation on the entire map and creates a table of what polygons can be seen from EVERY single "cell" in the level. This calculation can take a long long time depending on how complex the level is. Thus when you are in the game the engine simply consults the table for each cell you are in to see what is visible and what is not and saves all the work from the engine. That is one huge trick that we just could never take advantage of...it is not that the renderware engine cannot give good fps. One thing that could help us would be different levels of detail for objects and definable visibility, I discuss these a little bit in a reply to the minimum visibility post. Happy building! -oleyo [View Quote] Same Avatars For All WorldsAug 1, 2006, 6:00pm
Hmm well the point is for people to make their own avatars. Dont really
have the resources to make a hundred avs at the moment without ignoring other concerns. :) And this feature is fuctional, but as many have pointed out there are some technical and non technical questions to be settled first like: What physical size limit should be imposed? What poly limit? What limits on num of textures and texture sizes? What should be allowed / dissalowed? And as most have already imagined each avatar will need to be aproved personally and added. As most are aware, issues involving censorship are always touchy. There is just too much potential for abuse with offensive avatars....not sure we are ready for that yet :) [View Quote] Minimum Visibility = 200mJul 31, 2006, 7:57pm
I agree with you guys here. I often am frustrated by the limit imposed on
developers who have the ability to build discretely and to build efficiently. My greatest desire though is not to simply increase the view limit but to have a level of detail property for objects or at least a definable draw distance. Then you could build say, a large tower with a very long visibility, say 240m which i think is as far as the browser can check for objects, or across a single "zone" of 9 sectors (I think it might be able to check blocks of 5x5 or 20 sectors, but I am foggy in this area). Either way you could save LOTS of resources by making your objects in the tower or details render at only 30m or 20m giving you more flexibility in world construction. It is likely that this will be the form that any change in draw distance will take, though there has only been small experimentation and discusion in this area. That being said, it is strange to me that the minimum view that you can set is less than the maximum that the browser allows you to set your view. After all, you can build your world how you see fit within the scope of the browsers capabilities. For example, we never prevent people from dropping in ugly 40,000 poly 3dsmax objects from the web into their worlds if they are bent on doing so ;) -Oleyo [View Quote] |