tag:blogger.com,1999:blog-736684970174462098.post269138758808713014..comments2023-11-03T02:36:41.872-07:00Comments on FPS Creator Reloaded: Wednesday Quad ReducingAnonymoushttp://www.blogger.com/profile/00942934253243738809noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-736684970174462098.post-14288087888702383542013-11-15T14:29:03.327-08:002013-11-15T14:29:03.327-08:00Lee quote: "I had a big six hour thought last...Lee quote: "I had a big six hour thought last night due to insomnia and came up with a radical plan to transform performance metrics in Reloaded. It involved a bottom-up approach to the solution which is 'what don't I need to draw right now'. "<br /><br />Some of my best coding solutions (maybe even most) were done either during my non-sleep (insomnia -- tossing and turning) or even when I was a sleep and suddenly wake up with an idea. I'm glad you went with it even though at first you really didn't want to do that. <br /><br />To others who are not programmers: I'm not angry or anything but,well, unless you've been there and done that I don't think you should probably think that others have done it better or found it easier. They certainly haven't found it easier. I don't know how many teams or how many are on a team but having teams allows the code to be broken up into simpler sections/segments and all they have to do is concentrate on one area of code rather than having to continually think about the whole. In this way so often it is easy to miss the tree for the forest. Or perhaps you don't even hear the fall of the tree because you haven't seen it. :BIG SMILE:<br />Flatlanderhttps://www.blogger.com/profile/08239737387241735916noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-46902994342646410482013-11-14T04:11:00.533-08:002013-11-14T04:11:00.533-08:00How come Lee, AAA Game Development Engines make th...How come Lee, AAA Game Development Engines make their engines really fast effecient and beautiful without the trouble you go through? I'm sure they have bugs to deal with but kits like CryEngine 3, the water is amazing and perfect, the models blend nicely with the ground and you can create any terrain no problem performance problems. I know the developers have a huge team and money hanging out of their shoes, but what gets me is that lee is on a rampage for performance vegitation being an issue, and these engines let everything lee has to cut down on just appear on the screen with minimal hindering on preformance. <br /><br />honestly can't wait for the release of reloaded.Anonymoushttps://www.blogger.com/profile/17628783920187697326noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-34825762445905566942013-11-14T03:12:44.160-08:002013-11-14T03:12:44.160-08:00I think it would be a great idea if you were able ...I think it would be a great idea if you were able to resize the map. You donĀ“t always need that big map, especially before we have drivable vehicles, ships and even airplanies? )<br />A smaller map would generate some better performance, yes? <br />Perhaps not a lot, but some.Anonymoushttps://www.blogger.com/profile/17187065494130249939noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-58440456809216303592013-11-13T17:20:40.768-08:002013-11-13T17:20:40.768-08:00Wouldn't it be possible for some large amounts...Wouldn't it be possible for some large amounts of entities, like a forest, to draw only the "outer box" and not the whole inside? I mean, if we are onlye supposed to se a forest far away, and not go there, we wont need to see the trunk of the trees,, just the top.Anjo Imperfeitohttps://www.blogger.com/profile/13580516744564810740noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-31741622796723332282013-11-13T15:59:23.185-08:002013-11-13T15:59:23.185-08:00Awesome blog today Lee!Awesome blog today Lee!Burgerhttps://www.blogger.com/profile/08716844207818099198noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-3002722646700057492013-11-13T15:13:33.628-08:002013-11-13T15:13:33.628-08:00Wow. Sounds like a really awesome solution :D It&#...Wow. Sounds like a really awesome solution :D It'll be (extremely) complicated to code, but WELL worth it IMO :)Clonkexhttps://www.blogger.com/profile/01090082045412254311noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-84452010883843147062013-11-13T15:08:11.245-08:002013-11-13T15:08:11.245-08:00lol :Plol :PClonkexhttps://www.blogger.com/profile/01090082045412254311noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-53335363870574977202013-11-13T10:24:22.496-08:002013-11-13T10:24:22.496-08:00"I am going to build a spacial R-tree databas..."I am going to build a spacial R-tree database of all entities, create 3D box volumes for the enclosed groups of entities, then generate pools of quads that share a communal texture. The quads and communal texture is generated just before the game starts and will take very little memory. I then re-use my Instance Stamp system batch together all the HIGH and MID static entities relative to the local position of the player, which means we only create what we need to see within out close range. I then use GPU occlusion detection with the r-tree volumes to work out what I don't need to render, and then add dynamic entities only where volumes are visible for that cycle. The quad will have multiple textures depending on which angle you are looking at it, and one for when looking at it from above. A shader will control the quad rotation and texture selection to avoid writing into the vertex buffer, and the same batches of static buffers and quads can be used by the shadow rendering process. The upshot is that we will only render the large pools of static common geometry that is visible, and only dynamic geometry that is associated with a visible r-tree volume, giving us the minimum amount to draw for the maximum performance."<br /><br />I once thought for six hours and decided to get a new toaster rather than continue using the grill.Tom Williamsonhttps://www.blogger.com/profile/03930085989266697374noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-4391352670390239272013-11-13T10:00:29.321-08:002013-11-13T10:00:29.321-08:00Most of what you said there wast lost on me,but it...Most of what you said there wast lost on me,but its nice to here you have found a better direction to go to speed things up.I am loving watch reloaded grow in realtime.Davehttps://www.blogger.com/profile/07747816968872325485noreply@blogger.com