[project1dev] Re: Project1 - SVN Update 171

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 28 May 2009 08:57:11 -0700

Yeah reducing enemies or taking the polycount of those guys down (i
took em to 550 from the ~2000 where they are at now and it looked ok)
should help.  We can wait til we come back to the cave map though for
that.

But hey, for when we do want a lot of animated guys on the screen, we
can do animation sharing like if we have 30 guys on screen we don't
have to animate all of them, we could just animate like 4 of them, and
have it share the animated vert data across those 30.

When they are mixed together and facing different directions it
shouldn't look bad (:

On Thu, May 28, 2009 at 6:28 AM, eric drewes <figarus@xxxxxxxxx> wrote:
> hey alan i was thinking... we could just reduce the amount of enemies and it
> would probably fix it or i could just fix the models but actually yeah, this
> is a good opportunity for you to optimize and maybe find the true limits
> with a "worst case scenario" thing going on.  i can make any changes you
> want though, when you want them, just let me know :)
>
> -e
>
> On Thu, May 28, 2009 at 3:04 AM, Apache User <dhapache@xxxxxxxxxxxxxxxxxxx>
> wrote:
>>
>> User:atrix256
>>
>> Message: A lil animation upgrade.  Instead of transforming one vert at a
>> time while animating an object, it now groups them by bone and does them in
>> batches.
>>
>> This made the miner animation in the cavemap go from ~1.25ms on average
>> each frame to ~1.00ms on average each frame (per miner being
>> animated/rendered).
>>
>> So it's a good savings (not great but not bad) but animating those guys
>> still is taking a lot of time on my machine.  I'm going to keep looking for
>> more ways to optimize (:
>>
>> we can lower the vert count for those guys of course but the quicker i can
>> make it the better everything will be so i dont wanna give up yet.
>>
>> <Files Changed>
>> U   ARRelease.exe
>> U   AR_AnimModels.cpp
>> U   AR_AnimModels.h
>> U   AR_LuaFuncs.cpp
>> U   AR_Map.cpp
>> U   AR_Map.h
>> U   AR_PlayerData.cpp
>> U   AR_Profiler.h
>> U   DynArray.h
>> U   READMETODO.txt
>> U   Scripts/Maps/kenttest.lua
>> U   UI_Game.cpp
>>
>>
>
>

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