Post Your Irrlicht Screenshots / Render Here.
Re: Post Your Irrlicht Screenshots / Render Here.
Digging out an undead project, worked some on the terrain. Before:
Optimized the triangle placing - more tesselation closer, less far, and the flat ground uses less tris. With this move also moved from one generated block to six of these manual blocks, which gave 20% more fps simply by frustum culling the blocks (manually in 2d, due to the bounding box not representing a gpu-generated terrain but the flat block). I guess I could manually tweak the bounding boxes and leave the culling to irrlicht, but since I draw the terrain manually instead of the scene manager anyway, it would only save me from writing some custom code instead of copy-pasting parts of the isculled function. After:
Optimized the triangle placing - more tesselation closer, less far, and the flat ground uses less tris. With this move also moved from one generated block to six of these manual blocks, which gave 20% more fps simply by frustum culling the blocks (manually in 2d, due to the bounding box not representing a gpu-generated terrain but the flat block). I guess I could manually tweak the bounding boxes and leave the culling to irrlicht, but since I draw the terrain manually instead of the scene manager anyway, it would only save me from writing some custom code instead of copy-pasting parts of the isculled function. After:
Re: Post Your Irrlicht Screenshots / Render Here.
ARSA Framework rendering pass.
-
- Posts: 1010
- Joined: Mon Oct 24, 2011 10:03 pm
- Location: 0x45 61 72 74 68 2c 20 69 6e 20 74 68 65 20 73 6f 6c 20 73 79 73 74 65 6d
Re: Post Your Irrlicht Screenshots / Render Here.
interesting....
"this is not the bottleneck you are looking for"
Re: Post Your Irrlicht Screenshots / Render Here.
Sooo many passes! XD
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Post Your Irrlicht Screenshots / Render Here.
I often use less render passes in Blender Compositor! XD
Re: Post Your Irrlicht Screenshots / Render Here.
ARSA Framwork - Feature
Re: Post Your Irrlicht Screenshots / Render Here.
Finally! Staying out of these things for a few months really makes it hard to get back to speed.
Re: Post Your Irrlicht Screenshots / Render Here.
Pathfinding via bullet, just like it should be.
-
- Posts: 1186
- Joined: Fri Dec 29, 2006 12:04 am
Re: Post Your Irrlicht Screenshots / Render Here.
shouldn't it be in the middle of the corridor instead of sticking with the wall?hendu wrote:Pathfinding via bullet, just like it should be.
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
Re: Post Your Irrlicht Screenshots / Render Here.
It's 30cm away from the wall, actually - bad angle I guess. But in general, the shortest path is next to the wall
Re: Post Your Irrlicht Screenshots / Render Here.
Looks like it would be shorter if it would cut the angle. Maybe go over the nodes once more and check for each node if it can find a free direct line to the nodes after the next one.hendu wrote:But in general, the shortest path is next to the wall ;)
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: Post Your Irrlicht Screenshots / Render Here.
Maybe you would also want your paths to run a bit off the walls.
What is your game about?
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Post Your Irrlicht Screenshots / Render Here.
Yep, that still needs tuning, it also lacks smoothing. It's just the direct result of integrating Micropather with Bullet.