I have a toaster that won't burn poptarts, strudles, or waffles. because of an analog setting. On Fri, May 8, 2009 at 12:27 AM, <mattthefiend@xxxxxxxxx> wrote: > Mine is prolly good for high standard and works for multi core testing > > 2x 256 mb hd 4550 radeon cards > Athlon 2.8ghz dual core > 4 gb memory w/ 2gb reserve for 64bit > And an amazing motherboard > > Its my pride and joy! :) > > Sent via BlackBerry from T-Mobile > > ------------------------------ > *From*: Alan Wolfe > *Date*: Thu, 7 May 2009 22:20:06 -0700 > > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: Animation LODing > 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... >>>>> >>>> >>>> >>> >> >