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<0> aye, I like the patterns, but sometimes that doesn't work so hot, especially with the topic of my primary concern: Integrating a wholistic workflow. <1> dude scenegraph <1> :-P <1> ^.^ <1> ^_^ <0> clarify scenegraph? <1> -_^ <0> O_o <1> oh hm <1> hehe <0> this is the point in time when I want you to explain something =] <1> well its a acyclic directed graph <1> which just means that it heads downward and doesn't circle back on its parents <1> also no many to ones, just ones to many <0> how does that help me? Is it better than my crazy paging/octree scene manager I'm considering frankenstiening? <1> and what you can do is store shaders, geometry, VSDs, transformations, interpolations in the nodes
<1> and they affect nodes under them <0> oh <2> gnite <1> so for example a rotation or a translation or a scale would affect all its children <0> yah, but that doesn't help me with the technicalities of executing my world. <1> or a shader would be applied to all its children, under which there could be layered other shaders <1> or multi-texturing <0> do you look at your keyboard while you type, or the screen? =] <1> you can only have geometry at leaf nodes <1> the screen, why? <0> heh, just curious. go on if you wish. =] <1> you can also store entire PVS systems into the graph <3> I only keep self-contained objects + transforms in the scene graph <1> like tossing a BSP in <3> much easier to sort geometry "chunks" later <1> to one of the nodes <3> using radix sort <1> which can then contain say... a castle <1> and then anyone in the castle, exists under that node <0> okay now that's interesting. <3> having too much info in the scene graph can make things a lot more complicated <1> along with tables, and tapestries, etc. <1> the root node of the scenegraph represents the entire world <0> hm... okay so I'm already kinda covered because Ogre has a built-in scene graph <1> which has some arbitrary size <3> palisade, you recommend storing bones used in skeletal animation in the scenegraph too? :S <1> Epoch`_: roger <0> it's the scene manager I'm researching now <1> swx: well skeletal systems are their own scenegraph <0> *if your familiar with ogre at all <1> so no i consider that separate <1> but the mesh they affect would be stored in the scenegraph <3> good, you're not entirely scenegraph crazy then :) <1> hehe <1> well its good for some things and not others <1> which is why we have things like octrees, kdtrees, portals, bsps, etc. <1> oh and BVHs are neat <1> Epoch`_: i know of ogre by name never used it tho <0> http://www.ogre3d.org/wiki/index.php/SceneManagersFAQ#DotSceneOctree_SceneManager_.28ogreaddons.29 -this is the list I'm primarily mulling over <1> yikes you have to split up meshes for the octree <0> I like the PagingSceneManager, but it looks like it's optimized more for hieightmap made levels, instaed of geometry-based levels <3> look at how Oblivion did it <1> i would use a loose octree and not split <3> they have a making of movie <0> swx, oblivian still has load times... the paging isn't as dynamic as I'd like <1> loose octrees use more ram but you get major performance improvement for dynamic moving objects <1> because the it takes longer for an vertex to travel back to a node after it has crossed the boundary <0> palisade, I don't mind manually splitting the meshes, really... because my design tool has a limited outer bounds <1> whereas with a regular octree, travel between the two nodes is immediate <3> Epoch, they could probably treat the indor levels the same way as the landscape, its probably to make it easier to edit stuff, and for AI purposes <0> swx, that's what I'm hoping <1> the load time for me in oblivion is 5 to 10 seconds <0> it also seems great for indoor/outdoor transitions <0> palisade, my load time is ideally NONE <0> ever play world of warcraft? <1> nope <1> but i know what you're talking about <1> seamless loading
<0> aye, that's exactly it. <1> its not a new concept which is why its silly oblivion can't do it <1> ;-) <3> Dungeon Siege ;) <3> 1 & 2 <1> ya <4> oblivion does not strike me as... advanced technology. <0> aye, I need it. it's part of the design of the game. <1> _nv: its damn good <1> but the guys who programmed it are definitely newbs <3> heh <4> it's a good game, but technology wise it's poor <1> hehe <1> ;-) <1> actually they only had one real programmer <1> rest were scripters <4> surprise <3> Oblivion uses Game Bryo? <1> ya <4> I went into the vampire caves near Imperial. Got to the boss, and just as I killed him, my game froze up. <1> someone said the lead programmer visited here <5> i notice a lot of the time npc's attack each other instead of me <1> the day before it went gold <3> nah, a GUI coder <4> palisade, I saw that, but I wonder if he was genuine. <1> which i think is l33t <1> ;-) <1> i bet he learned a lot from here <4> He said that oblivion had no cheats... <1> yikes <3> he said you could cheat using the console <4> which isn't precisely true <4> oh <3> but that it didnt have any key combos <3> so no cheating for xbox iirc <1> ahhhhh <4> The level system is so bizarre in oblivion. <1> ya there's a mod to fix that <3> I had a bug when fighting the Gray Prince ;) <4> oh? <1> www.tessource.net <1> good mod place for oblivion <4> Gray Prince = vulnerable to fire <3> he ran towards me, then then I ran to the right, he just stood there <3> :P <4> 3 or 4 of the arena fights had that happen to me <4> So I just sat there and flamed them <1> ya i had that happen once <1> in a dungeon <1> the dude got caught on a wall and couldn't get to me <3> but this was a pure AI bug <1> obviously the path planning is gay <3> not a collision detection issue or something <1> actually for the most part its been good <3> but thats the only severe AI issue I can remember <1> ya same <3> got myself stuck in a wall one time ;) <1> i liked the bruma mage guild quest <1> that was neat <1> i've never gotten stuck yet <3> havent played that one yet, concentrated on the Arena and Dark Brotherhood <1> i save every five seconds hehe <3> me too :) <1> i have like 1100 saves now <3> have like 900 saves, and Im only on level 14 <1> Save 1108 - Palisade - Bruma, Level 19, Playing Time 59.22.37.ess <1> i pwn you swx <1> ;-) <3> I used to save before and after each lockpicking <1> lol <1> wow
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