Author Topic: 3D Map tool + FPS demo  (Read 509 times)

XL2

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Re: 3D Map tool + FPS demo
« Reply #15 on: August 26, 2017, 03:44:29 am »
I made a big update, the map tool now reads TGA files and writes to the binary custom file for texture mapped levels.
I also added a function to auto-subdivide the map for view frustum culling.
I'm still using SGL culling function, which isn't great.
I also changed the collision code to reduce CPU usage (I didn't do much testing, so it's possible that it's buggy now).

I succesfully imported levels from Project AXSX, but performance isn't that great for now as you can see in the video.

I still have to fix bugs, do more testing and find a way to precompute visibility (suggestions are welcome!) in order to improve performance further.

itsstillthinking1999

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Re: 3D Map tool + FPS demo
« Reply #16 on: August 27, 2017, 12:51:56 am »
Very nice! what video are you talking about?

XL2

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Re: 3D Map tool + FPS demo
« Reply #17 on: August 27, 2017, 04:20:31 am »
Second post, the youtube link.

corvusd

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Re: 3D Map tool + FPS demo
« Reply #18 on: August 28, 2017, 10:16:24 pm »
Again!! Great work and progress XL2!!!

I am curious... which is possible cause of the slow performance of the gouraud distance code in the real SS???

Thanks in advance!! :D
David Gámiz Jiménez

XL2

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Re: 3D Map tool + FPS demo
« Reply #19 on: August 29, 2017, 05:05:30 am »
I removed gouraud shading because it's much slower with it (25% at 60 fps). The "slow" performance is in fact between 30 and 60 fps on real hardware. I just need to add precalculated visibility and I should be able to hit 60 fps. If not I will just display a low quality model at distance and use lower quality textures on that model. Either way, I will get to stable 60 fps, I just need lot of work to get there, but I'm confident.
Precalculated visibility is my next headache, I plan to just subdivide the map in a few zones (say 64 zones) and do ray tracing checks (on the PC) at the limits and middle of each zone, then store the results compressed in an interger. So say I'm at zone 2 and can potentially see 6 meshes (out of 32 as an example) from there, I will just flip the bits of that integer to 1, the rest to 0. If I have 128 meshes, I will need 4 integers per zone (like 64 again), which means it will only take 256 bytes, which isn't too bad for the huge speed gain. Anyway, that's the plan for now, it might not work when I try it and it won't be that easy to pull.

 

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