Character System Demo (feat. Miku Hatsune) MKII
No, the physics are generally very stable, otherwise you would see the vertices exploding everything and the ponytails would disappear totally.
if you are referring to the wonky behavior of the tie (and occasionally the ponytails), then that is because I was being lazy and didn't fine tune the parameters enough
The most popular physics engines use eular integration internally, there are ways to improve on the 1st order inaccuracies
@shadowslair
interesting feedback, I appreciate it
This is just a small demo in its own right, and you can forget about iPhone, polycounts, physics inaccuracies and distracting ponytails;
I only mentioned them to set a context for why I am interested in the general range of framerates: to serve as a benchmark for future tests and demos (there will be more)
This demo was not intended to demonstrate my 1337 shader skillz or physics coding abilities, nor was I aiming for totally realistic behaviour.
Its just a framework, another step in the evolution of my engine
On the whole, I had lots of fun experimenting with this Miku model, and I figured it was high time I gave something back to the community in the form of an interactive demo.
Also something for the Miku fans out there (there are quite a few)
if you are referring to the wonky behavior of the tie (and occasionally the ponytails), then that is because I was being lazy and didn't fine tune the parameters enough
The most popular physics engines use eular integration internally, there are ways to improve on the 1st order inaccuracies
@shadowslair
interesting feedback, I appreciate it
This is just a small demo in its own right, and you can forget about iPhone, polycounts, physics inaccuracies and distracting ponytails;
I only mentioned them to set a context for why I am interested in the general range of framerates: to serve as a benchmark for future tests and demos (there will be more)
This demo was not intended to demonstrate my 1337 shader skillz or physics coding abilities, nor was I aiming for totally realistic behaviour.
Its just a framework, another step in the evolution of my engine
On the whole, I had lots of fun experimenting with this Miku model, and I figured it was high time I gave something back to the community in the form of an interactive demo.
Also something for the Miku fans out there (there are quite a few)
-
- Posts: 73
- Joined: Sat Jun 27, 2009 6:52 am
I had clothing in mind, but for games there is usually no need to simulate whole clothing over arbitary human meshes, only need physics at key places such as sleeves and long sections that hang and are influenced more by gravity
It does appear to be CPU bound, almost everyone has been getting framerates in the region of 200 to 400 regardless of their graphics cards.
Must be all my inefficient physics code...
@wing64
you use PhysX in your projects a lot, do you have the latest PhysX SDK?
I tried to register for a PhysX Developers Forum account but even after a month they haven't replied to me with the activation details
@ArakisTheKitsune
I tested the demo with my onboard GeForce6150LE and I got the same odd results:
shadowmapping doesn't work at all with GL, and only works on DX with 32bit shadow depth buffer
It seems that these cards dont support floating-point formats for RTTs, DX9 driver probably emulates 32bit through ARGB8 or something
Thanks for the feedback all
It does appear to be CPU bound, almost everyone has been getting framerates in the region of 200 to 400 regardless of their graphics cards.
Must be all my inefficient physics code...
@wing64
you use PhysX in your projects a lot, do you have the latest PhysX SDK?
I tried to register for a PhysX Developers Forum account but even after a month they haven't replied to me with the activation details
@ArakisTheKitsune
I tested the demo with my onboard GeForce6150LE and I got the same odd results:
shadowmapping doesn't work at all with GL, and only works on DX with 32bit shadow depth buffer
It seems that these cards dont support floating-point formats for RTTs, DX9 driver probably emulates 32bit through ARGB8 or something
Thanks for the feedback all
That must suck
EDIT: Oooo Yeah!
EDIT: Oooo Yeah!
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Try MU: http://www.megaupload.com/?d=2TD2DZK4
I have updated a lot of features in my engine recently, I will probably upload a new binary altogether for this demo soon.
I have updated a lot of features in my engine recently, I will probably upload a new binary altogether for this demo soon.
-
- Competition winner
- Posts: 1123
- Joined: Sun Jun 10, 2007 11:14 pm
If anyone is having trouble with the links, I uploaded it to dropbox (if you have a problem with that fmx, I'll take it down): http://dl.dropbox.com/u/4241114/FMX_Cha ... chDemo.rar
thanks Ducky although I dont think you need to host it
I uploaded it to a box.net account, should be good enough for everyone struggling with MU or mediafire
http://www.box.net/shared/18n5czh8rv
It has a 10GB monthly bandwidth limit, I doubt this one file will even scratch the surface.
There's always RS, sendspace, and a handful of other alternatives
I uploaded it to a box.net account, should be good enough for everyone struggling with MU or mediafire
http://www.box.net/shared/18n5czh8rv
It has a 10GB monthly bandwidth limit, I doubt this one file will even scratch the surface.
There's always RS, sendspace, and a handful of other alternatives
-
- Posts: 1638
- Joined: Mon Apr 30, 2007 3:24 am
- Location: Montreal, CANADA
- Contact:
Hi, FMX.
Here are my current specs:
Windows Vista(fr) - Quad Core 2.66Ghz, 4Gb ram
NVidia GTX 460
Driver: DirectX 9.0
Resolution: 1024x768 windowed
GPU Skinning ON: (Everything off except GPU Skinning)
800 FPS
GPU Skinning ON + Shadow:
554 FPS
GPU Skinning ON + Physic + Collision:
250 FPS
ALL ON:
215 FPS
GPU SKINNING OFF + Shadow:
218 FPS
GPU SKINNING OFF + Physic + Collision:
143 FPS
GPU Skinning OFF: (Everything OFF)
240 FPS
Driver: Open GL
Resolution: 1024x768 windowed
GPU Skinning ON: (Everything off except GPU Skinning)
920 FPS
GPU Skinning ON + Shadow:
570 FPS
GPU Skinning ON + Physic + Collision:
390 FPS
ALL ON:
295 FPS
GPU SKINNING OFF + Shadow:
250 FPS
GPU SKINNING OFF + Physic + Collision:
205 FPS
GPU Skinning OFF: (Everything OFF)
300 FPS
Remark: For an unknown reason, the FPS performance increased with GPU Skinning when I shutted it down once and re-activated it. The numbers provided there are when I've done this.
I really see a huge difference with GPU Skinning (DX from 240 -> 800 FPS), (GL from 300 -> 900 FPS). If theses numbers are really true, that would be a thing to hope that we would have in the future on the next releases of IRRlicht.
Here are my current specs:
Windows Vista(fr) - Quad Core 2.66Ghz, 4Gb ram
NVidia GTX 460
Driver: DirectX 9.0
Resolution: 1024x768 windowed
GPU Skinning ON: (Everything off except GPU Skinning)
800 FPS
GPU Skinning ON + Shadow:
554 FPS
GPU Skinning ON + Physic + Collision:
250 FPS
ALL ON:
215 FPS
GPU SKINNING OFF + Shadow:
218 FPS
GPU SKINNING OFF + Physic + Collision:
143 FPS
GPU Skinning OFF: (Everything OFF)
240 FPS
Driver: Open GL
Resolution: 1024x768 windowed
GPU Skinning ON: (Everything off except GPU Skinning)
920 FPS
GPU Skinning ON + Shadow:
570 FPS
GPU Skinning ON + Physic + Collision:
390 FPS
ALL ON:
295 FPS
GPU SKINNING OFF + Shadow:
250 FPS
GPU SKINNING OFF + Physic + Collision:
205 FPS
GPU Skinning OFF: (Everything OFF)
300 FPS
Remark: For an unknown reason, the FPS performance increased with GPU Skinning when I shutted it down once and re-activated it. The numbers provided there are when I've done this.
I really see a huge difference with GPU Skinning (DX from 240 -> 800 FPS), (GL from 300 -> 900 FPS). If theses numbers are really true, that would be a thing to hope that we would have in the future on the next releases of IRRlicht.