[project1dev] Re: Animation LODing

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 8 May 2009 08:31:00 -0700

wtf are you serious?  what do you have a TI-85 hooked up to a CRT? :P

On Fri, May 8, 2009 at 8:29 AM, Matthew Morgan <MMorgan@xxxxxxxxxx> wrote:

>  Way better than my computer. I suck.
>
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> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto:
> project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *figarus@xxxxxxxxx
> *Sent:* Friday, May 08, 2009 8:22 AM
>
> *To:* project1dev@xxxxxxxxxxxxx
> *Subject:* [project1dev] Re: Animation LODing
>
>
>
> His specs are significantly lower than my netbooks heheh
>
> Sent via BlackBerry from T-Mobile
>  ------------------------------
>
> *From*: Alan Wolfe
> *Date*: Fri, 8 May 2009 08:19:41 -0700
> *To*: <project1dev@xxxxxxxxxxxxx>
> *Subject*: [project1dev] Re: Animation LODing
>
> yeah i hope so too.... we'll have to make sure and keep graphic settings in
> there so he can turn them down and have the game run ok lol
>
> On Fri, May 8, 2009 at 4:19 AM, <figarus@xxxxxxxxx> wrote:
>
> Lol nick, I am guessing we will exceed those specs ;P
>
> Sent via BlackBerry from T-Mobile
>  ------------------------------
>
> *From*: Nick Klotz
> *Date*: Fri, 8 May 2009 00:22:15 -0500
>
>
> *To*: <project1dev@xxxxxxxxxxxxx>
> *Subject*: [project1dev] Re: Animation LODing
>
> 1.2ghz celeron, 64kb l2 cache. 356mb SDRAM (133). Video card is an nvidia
> gforce something, 256mb
>
>
>  On Fri, May 8, 2009 at 12:20 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
> Kent just got an upgrade but if not for that i'd say he had you beat every
> day of the week (and twice on sunday)
>
> but lol, what's your specs?  You may be right we could use your machine as
> the min specs maybe...
>
> and btw my comp is kinda old, i think like 2 years maybe more...  it's a P4
> 2.6GHZ w/ 1GB RAM so shrug.
>
>
>
> On Thu, May 7, 2009 at 10:16 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:
>
> I'm pretty sure my computer will end up becoming the low standard. If it
> runs on this pos it'll run on dos.
>
>
>
> On Fri, May 8, 2009 at 12:11 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
> Hey thats an idea Matt...
>
> if animation takes a lot of CPU time we could have an animation quality
> setting which would set the max instances of the animations higher or lower.
>
> Neat idea (:
>
>
>
> On Thu, May 7, 2009 at 10:06 PM, <mattthefiend@xxxxxxxxx> wrote:
>
> Sounds awesome to me! Its nice to be able to scale down graphics as well
> for slower machines.
>
> Sent via BlackBerry from T-Mobile
>  ------------------------------
>
> *From*: Alan Wolfe
> *Date*: Thu, 7 May 2009 21:59:16 -0700
> *To*: <project1dev@xxxxxxxxxxxxx>
> *Subject*: [project1dev] Re: Animation LODing
>
> Oh and we can do this in our game too if we need to as a preformance
> optomization later on (:
>
> On Thu, May 7, 2009 at 9:41 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
> Ok so for those of you that don't know what LOD is, it stands for "Level of
> detail" and in essence means that when things are farther away, or less
> noticeable in some way, that you use less detail cause nobody notices, and
> that saves you processing power and memory.
>
> For example, objects that are farther away (models, mountains, etc) use
> less polygons when they are far away since you can't tell the difference at
> a great distance anyways.
>
> It makes everything way nicer.
>
>
> Anyhow...So animating models is expensive (takes a lot of CPU power).
>
> Today i learned something really bad ass, an animation LODing technique.
>
>
> So what the deal is, is you declare up front how many of a specific type of
> animation are allowed to run at once.
>
> So like... if you have 10 people all walking around using the same
> animation, normally you'd have to pay the cost of processing that same
> animation 10 times.
>
>
> The LOD technique is to say "only allow 3 maximum instances of that
> animation to happen at once".
>
> So what that does is only process 3 animations but have multiple people use
> the same processed animation data.
>
> If you set it to only 1 maximum instance, everyone would animate and walk
> in unison which is really crappy, and if you do too high a number maximum
> instances, too many people are animating and it eats up a lot of CPU.
>
> So you basically find the balance and say "well its hard to tell that they
> are sharing animations if you do 3 max" and then you have your magic number,
> and the game runs faster.
>
> It's kind of cool... just wanted to share it with everyone...
>
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