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3DRad 6.30
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3DRad 6.30 // Game Development
Post by JimB // Jan 1, 2009, 9:17am
JimB
Total Posts: 341
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The latest 3DRad (based on the 3Impact engine) has a new function called "Imposters" which allows many objects on screen without crashing.One user has posted a screenshot of 10,000 buggys on screen although he can only get 2fps not surprisingly,but imagine being able to have dense forests and the like.
http://www.3drad.com/forum/index.php?topic=1337.msg9456#new
Jim |
Post by nowherebrain // Jan 4, 2009, 12:13am
nowherebrain
Total Posts: 1062
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object instancing. |
Post by parva // Jan 4, 2009, 1:01am
parva
Total Posts: 822
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Not sure if these objects are "real" 3d or really just billboard imposters.
nvidia has a nice instancing example.
billboard imposters are used first in the video game far cry (I guess).
That means you draw a complex object to a texture and use this cached texture to draw the object in the world.
So only need to update the imposter infrequently rather than drawing it every frame.
But yeah a cool feature for lots of trees, grass, stones and so on :) |
Post by transient // Jan 4, 2009, 2:53am
transient
Total Posts: 977
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They're real, you can do skinned meshes as well. FPSC X10 has this, too.
Pretty impressive product 3drad, and it's being improved very quickly as well. |
Post by parva // Jan 4, 2009, 4:23am
parva
Total Posts: 822
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mmh, I haven't tested 3drad so can't test it but my understanding from imposters are still this -> LINK (http://www.ericrisser.com/TrueImposters.html) |
Post by transient // Jan 4, 2009, 4:40am
transient
Total Posts: 977
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That's interesting. I'm not sure what method 3drad is using but this could be it. I was under the impression that they were instanced meshes, however this may only be possible in dx10.:confused: |
Post by Tiles // Jan 4, 2009, 8:20am
Tiles
Total Posts: 1037
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Hm, that's the problem. It is impressive and promising as long as i know it. But nobody comes with a result. Has somebody finally made at least a small game with it? |
Post by nowherebrain // Jan 4, 2009, 5:04pm
nowherebrain
Total Posts: 1062
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They are not real, try to imagine the memory management of the situation....
10,000 or so objects with a relatively high polycount would eat so much memory you would have insane framerate issues if you did not freeze or crash.
If I am proven wrong I will surely admit it, not that I am not impressed, but I am uber skeptical. |
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