ThreadBoard ArchivesSite FeaturesActiveworlds SupportHistoric Archives |
Extended Viewing Range (Wishlist)
Extended Viewing Range // Wishliststrike rapierJul 15, 2002, 8:46pm
I dont know what it is about AW (Tell me if you know please) how come we are
limited to a poxy little 200m compared to games like Oni which have much much further ranges and zero lag whatseoever. Why cant AWC concentrait on opening up some serious gaming capabilities by allowing lagless, high framerate, high visibility 3D. im no 3D programmer, but if it can be done in 1 place, it can be done in another with enough effort and research. - Mark agent1Jul 15, 2002, 8:51pm
AW doesn't have their own 3D engine - they use Renderware. It takes a lot of work to write a *good* engine and would likely require
the full-time attention of the programmers. -Agent1 [View Quote] eepJul 15, 2002, 10:07pm
RW is indeed capable of portal rendering and LOD (level of detail). Just look at how much detail Grand Theft Auto 3 can pack into VERY long distances (http://tnlc.com/eep/gta3/ view*.jpg for some screenshots--and that's rendering EVERYTHING double-sided too (see the other images there)! See Tony Hawk's Pro Skater 3 and The Italian Job for more of what RW3 can do.
I remember how Roland said 400m was the max RW3 could render to. As usual, he was wong, considering Shamus increased terrain viewing to 1200m in AW 3.4 build 427! Damn am I glad he's gone, along with his incompetently inept programming... [View Quote] > AW doesn't have their own 3D engine - they use Renderware. It takes a lot of work to write a *good* engine and would likely require > the full-time attention of the programmers. > [View Quote] billybobJul 16, 2002, 1:05am
:'( cruel man, just plain cruel...I don't see YOU writing software like AW
ALL BY YOURSELF. Lay off Roland, show him some respect. eepJul 16, 2002, 2:25am
I can't stand coding, but at least I know how to remain consistent. ;) Roland just wasn't that great a programer--even he admitted it. <shrug>
[View Quote] > :'( cruel man, just plain cruel...I don't see YOU writing software like AW > ALL BY YOURSELF. Lay off Roland, show him some respect. strike rapierJul 16, 2002, 3:44pm
I think for the outstanding quallity which would be a result after 3.4 is
fully released in all its sections they could indeed devote the large majority of their time to creating such as 3D engine which would have the potential to bring AW's capablities forward in leaps and bounds - Mark bowenJul 16, 2002, 3:49pm
eepJul 16, 2002, 7:34pm
It would cost Rick and JP more to get (and find) a programmer competent enough to create a 3D engine from scratch anyway, which isn't even really necessary.
[View Quote] > It could start saving them thousands of dollars too. > [View Quote] bowenJul 16, 2002, 7:46pm
Ah, that's true too. Never underestimate Grimm and Shamus.. even though
they've seemed to vanish from the face of AW. --Bowen-- [View Quote] zaphodbeeblebroxJul 17, 2002, 5:13am
http://neoengine.sourceforge.net/
Or http://crystal.sourceforge.net/scrshots/emitshot.jpg using crystalspace (http://crystal.sourceforge.net) Or Even http://ogre.sourceforge.net and specificaly check out http://ogre.sourceforge.net/images.php You dont need to make your own engine, when they're plenty of stuff out there. Only side effect, if AW wants to use any of these, IIRC, they hafta give us the source to the browser/server maybe. binarybudJul 17, 2002, 3:18pm
one thing IS consistant.....YOUR ignorance of programming dude.....also
your "views" of respect. When you garner YOUR respect, then maybe someone will give you all the facts...Roland was just giving you what he thought your pea brain could handle without having to explain every freaking detail to you.....get over it Eep...your not a programmer, and you should NOT be discussing programming issures...your just lost in this regard...;) Leo :) [View Quote] agent1Jul 20, 2002, 8:12pm
If that is all you can add to the "discussion" almost a week later, don't bother posting. Don't change the subject header without
any reason. -Agent1 [View Quote] dionJul 21, 2002, 1:43am
Lordy, Strike, I thought you could figure this out. Most online games do not
have an object path nor are they built with lots of tiny objects. For games like Quake or Unreal Tournament render 3D models that are already on the hard disk whereas ActiveWorlds must render models as they are downloaded from an object path and continue to check for changes in the landscape. Unreal Tournament and Quake only have to check for changes that are possible in that game. But I do agree, ActiveWorlds could be much faster. For starters, RWX isn't the best way to go. It may have been when ActiveWorlds was beginning but right now it's not, it's much too slow. Active Worlds needs to modernize itself a bit with better 3D model formats, better caching of the objects and more settings based on the frequency of checking for objects in the landscape. This brings up a good idea, but I'll save it for another topic ;-) -Dion [View Quote] grimbleJul 22, 2002, 12:06am
Now you've totally confused me. I don't see how the format that the model is
stored in would affect the speed at which the model is handled. Its what you do with the information in the model that's important, not the way you got the information in the first place. [View Quote] For starters, RWX isn't the best way to go. It may have been when ActiveWorlds was beginning but right now it's not, it's much too slow. bowenJul 22, 2002, 1:00am
Yeah but rendering in real time is a slower than rendering
pre-rendered/fabricated scenes. --Bowen-- [View Quote] bowenJul 22, 2002, 3:58am
Yeah it is.. you said, "I don't see how the format that the model is stored
in would affect the speed at which the model is handled." It's undoubtedly faster if you get the file before hand it's going to render faster. If you have to download an entire "room" of objects and avatars, then it will affect the speed. You render as you download, you don't download everything then render. And then you have to unpack the files and send them, then get the textures. Most games everything is fabricated into one file (the worlds anyways), and then the textures are stored into one file. This cuts down the time everything is rendered. So, pre-rendered scenes (ones you don't download) are a lot faster than ones you have to download. The format of the file has everything to do with it. Some modeling systems make objects very clunky (ie 3ds max), which would not be ideal at all for real time rendering. On the other hand, renderware's old format, RWX, is. It's a small, non-binary file to accomplish the same thing that big huge 5 mb worlds would do. I think most games use instances.. you render the object once, then you reference it to an instance earlier to make rendering faster. So I've been told. I guess only some rendering engines support that. :\ --Bowen-- [View Quote] eepJul 22, 2002, 12:15pm
[View Quote]
> Lordy, Strike, I thought you could figure this out. Most online games do not
> have an object path nor are they built with lots of tiny objects. For games > like Quake or Unreal Tournament render 3D models that are already on the > hard disk whereas ActiveWorlds must render models as they are downloaded > from an object path and continue to check for changes in the landscape. > Unreal Tournament and Quake only have to check for changes that are possible > in that game. AW only checks for changes in the "landscape" (world) when a change call is given by the world server. > But I do agree, ActiveWorlds could be much faster. For starters, RWX isn't > the best way to go. It may have been when ActiveWorlds was beginning but > right now it's not, it's much too slow. Active Worlds needs to modernize > itself a bit with better 3D model formats, better caching of the objects and > more settings based on the frequency of checking for objects in the > landscape. RWX (text files) are stored in binary format in the models.dat file. AW3 also supports DFF format (binary only), which is used in games like Grand Theft Auto 3, Tony Hawk's Pro Skater 3, The Italian Job, etc. dionJul 22, 2002, 3:03pm
There's nearly nothing about it. The only way I found out of using DFF files
was to get ProGate Suite (no price given) and convert RWX DFF to compact DFF files. I certainly wouldn't pay for it unless i knew it worked well and I can't even find a price. Gah! [View Quote] eepJul 23, 2002, 10:12am
http://tnlc.com/rw/files.html#exporters to get Maya/Max DFF exporters with source code. ZModeler (http://www.zmodeler.com/) can now import (and soon export) DFF format, due to the overwhelming demand by Grand Theft Auto 3 modders. I'm also trying to get someone to create a MilkShape 3D (http://www.swissquake.ch/chumbalum-soft/) filter for DFF format but no takers yet. :/
[View Quote] > There's nearly nothing about it. The only way I found out of using DFF files > was to get ProGate Suite (no price given) and convert RWX DFF to compact DFF > files. I certainly wouldn't pay for it unless i knew it worked well and I > can't even find a price. Gah! > [View Quote] dionJul 23, 2002, 1:54pm
Looking around, I can't find any but are there any programs that can convert
RWX to DFF (open in RWX, export to DFF). And does using DFF actually make it noticably faster? [View Quote] eepJul 23, 2002, 5:02pm
[View Quote]
> Looking around, I can't find any but are there any programs that can convert
> RWX to DFF (open in RWX, export to DFF). Not directly, but you can convert RWXes to 3DS or Maya, for example, then export to DFF in 3DS Max 3.x or Maya 2-3 with the DFF exporters. > And does using DFF actually make it noticably faster? I haven't noticed any speed increase but I haven't really tested it. The only speed increase, if any, would come at rendering, but to test that you would probably need to take a complex RWX that freezes AW while it renders, convert it to 3DS or Maya format, then export to DFF and compare render/freeze times, if any. [View Quote] dionJul 23, 2002, 5:15pm
ananasJul 23, 2002, 6:58pm
.... but don't forget to optimize the RWX (consolidate clumps) before
you start. A tree with one clump for each tiny branch will freeze AW quite "reliable" when it's added to the scene. It isn't fault of the RWX format if the design is unnecessarily complex. [View Quote] |