3D 4.30

Got an idea for enhancing PureBasic? New command(s) you'd like to see?
Anonymous

3D 4.30

Post by Anonymous »

First request :D

- Octree management
- Portal management
- Terrain management ( access to vertices list )
- Skydome management ( change alpha for mixing with an standard skybox)
- Water management , reflect the word. ( at this time , water can, reflect terrain. good!)
- Shader , acces to rendering pipeline for apply shader to any mesh.

more request later :D
DarkDragon
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Post by DarkDragon »

:shock: Octree is there since the beginning, what do you want?
bye,
Daniel
Anonymous

Post by Anonymous »

i wan't control the octree , create , modify , control object inside cell.
for AI for example , for make an pathfiding , for test if an entity can see other entity , etc...

Idem for the portal.
Anonymous

Post by Anonymous »

i make 1000 entity , palmtree on an island , with water , the program is very slow , actually i think there is no Octree with ogre.

File:1->TEST3D.rar
Image
Chaos
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Post by Chaos »

really slow with my 8800 GT !
Fred
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Post by Fred »

What do you expect, it's 1000 real entities, it doesn't use instancing. The default scenemanager in Ogre is octree based.
Anonymous

Post by Anonymous »

How instancing entity ? with CopyEntity ? it's same result.
The default scenemanager in Ogre is octree based.
How we can access to the cell of the octree ?
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Post by DarkDragon »

@Cpl.Bator:
Well, octree alone isn't enough for speed optimizing ;-) (Well it is if you store all nodes in videomemory, but who besides me does it? Most of the people use it with dynamic meshes and that's the fault - Loading dynamic meshes into an octree is very slow - Thats also the reason why inserting something into databases is slower than reading from it). You need to raycast the visible nodes, but that's hardcore if you want it to be fast enough.

But well for AI it's really important, yes. But I think there should just be a check IsMassOnNodeFromPosition(x.f, y.f, z.f) or something like that, because then you can make a grid of nodes yourself and its encapsulated.
bye,
Daniel
Anonymous

Post by Anonymous »

Well, octree alone isn't enough for speed optimizing
Yes i know , but Octree + frustum culling speed up the fps , with 1000 and more entity , instancing or real copy.
You need to raycast the visible nodes, but that's hardcore if you want it to be fast enough.
the Frustum culling , raycast automaticaly the octree , if a cell is in frustum we rendering the childreen of this cell , it ameliorates performances.
Anonymous

Post by Anonymous »

For terrain ,

- i want know the normal of any patch , ex : Vehicle on terrain , yes , i can take the position of four whell with TerrainHeight() , but , this request is util for calculate the engine power for example...

- i want to acces to the texture unit of any patch , ex : for make decals.

- Light as no effect on terrain ?

- Good job Fred and co :D

Fred , if you don't understand me (Because my english is not very good) , i can repport any 3D Bug in French here.
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Post by DarkDragon »

Cpl.Bator wrote:
You need to raycast the visible nodes, but that's hardcore if you want it to be fast enough.
the Frustum culling , raycast automaticaly the octree , if a cell is in frustum we rendering the childreen of this cell , it ameliorates performances.
Quatsch...

Frustumculling just checks if the nodes you draw is in the view. It doesn't raycast - so it doesn't find out if something is behind another object.
Frustumculling draws everything thats limited to you left, top, bottom, right clipping plane of the view.
bye,
Daniel
Anonymous

Post by Anonymous »

yes , i know , i don't explain the problem correctly , because my english is not very good.
At this time , i think there is no octree and frustum culling , because the performances is not very good , if i make 1000 entity at the same position ( i know , is stupid ) and if i look the entity , the FPS slowdown , and logicaly , if i apply a 180° for the camera , with fustrum & octree , the FPS must move faster. See other engine for test my example. Dreamotion or irrlicht...
Anonymous

Post by Anonymous »

Polo
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Re: 3D 4.30

Post by Polo »

Cpl.Bator wrote:- Terrain management ( access to vertices list )
Access for vertices list is not "possible" due to the LOD system (which, if i recall correctly, is not very good in ODE, but maybe they changed it since the last time I saw it).
Anonymous

Post by Anonymous »

Hi polo , you are alive :D
if we can't access to the vertices list , we can't modify in real time the geometry ? we can't change the texture unit of any patch ?
we can't have the normal of any patch ? the vertex list is stored to video memory ?

FR :
Le LOD empêche peut être de retrouvé des vertices à cause de son dynamisme ?
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