Mupolis engine, known earlier as Virtual City, site moved!
Yes, very good indead.
80-100 fps on a 2.8gig P4 1Gig ram, stupid on board graphic card (work pc), which is a very good frame rate indead. What's the average polys being displayed?
It used a lot of memory though, 307Meg, which I guess is due to so many textures.
Anyway, one of the best projects i've seen also
Good work:D
________
MERCEDES-BENZ 430 HISTORY
80-100 fps on a 2.8gig P4 1Gig ram, stupid on board graphic card (work pc), which is a very good frame rate indead. What's the average polys being displayed?
It used a lot of memory though, 307Meg, which I guess is due to so many textures.
Anyway, one of the best projects i've seen also
Good work:D
________
MERCEDES-BENZ 430 HISTORY
Last edited by area51 on Tue Feb 22, 2011 1:06 pm, edited 1 time in total.
I also noticed this problem with falling down few times, always when there were many other programs running on computer. What the hell could it be? Maybe something with memory management? But anyway doesn't matter what is it I find the bug .
There's average 10000-15000 triangles displayed at the same time, generally up to 20000 and when I'll make occlusion culling it will significantly decraese the count and even increase framerate. On the other hand, it's now only map displayed, that's not much, there should be any entities in game, many collisions, interactions, I'm afraid it will run smoothly rather only on faster computers .
There's average 10000-15000 triangles displayed at the same time, generally up to 20000 and when I'll make occlusion culling it will significantly decraese the count and even increase framerate. On the other hand, it's now only map displayed, that's not much, there should be any entities in game, many collisions, interactions, I'm afraid it will run smoothly rather only on faster computers .
Nice.
Also 80-100 fps
Question and Comment:
I decided to walk WAY outside of the city, turned around and started walking back...
When I did, the city seemed to fade back in, rather than all of the sudden appearing. So I walked backwards away from the scene, and it faded out rather than disappearing suddenly (as when I've fallen off of none-seamless worlds)
Is this an Irrlicht seamless world thing? or did you do something?
Also, I'm curious how you did the trees...they were about the only UNconvincing thing there.
Trees are a bitch for real-time 3d no matter how you slice it. It looks as like you placed multiple planes at different angles, which I guess is the standard.
Anyway, it looks like its coming along nicely.
What's the motivation here?
-m
Also 80-100 fps
Question and Comment:
I decided to walk WAY outside of the city, turned around and started walking back...
When I did, the city seemed to fade back in, rather than all of the sudden appearing. So I walked backwards away from the scene, and it faded out rather than disappearing suddenly (as when I've fallen off of none-seamless worlds)
Is this an Irrlicht seamless world thing? or did you do something?
Also, I'm curious how you did the trees...they were about the only UNconvincing thing there.
Trees are a bitch for real-time 3d no matter how you slice it. It looks as like you placed multiple planes at different angles, which I guess is the standard.
Anyway, it looks like its coming along nicely.
What's the motivation here?
-m
Yes, the world is seamless, when you go straight on all the time you finally get back to the place you came out.
Well, trees, the way they look now is definitly not final solution. As I mentioned earlier in other thread the map is not stored in memory as mesh, but as compact structure describing it. Otherwise such great maps, as are meant to be handled by the engine, would never fit in memory of any home computer. On the other hand this cause some limitations and the structure beter fits to describe shape of buildings than objects of nature. At the moment the trees and the buildings use the same structure, so that's why trees can't look much better than they look now. In future trees and some other objects will be just standard meshes, but it's not implemented at the moment.
Well, trees, the way they look now is definitly not final solution. As I mentioned earlier in other thread the map is not stored in memory as mesh, but as compact structure describing it. Otherwise such great maps, as are meant to be handled by the engine, would never fit in memory of any home computer. On the other hand this cause some limitations and the structure beter fits to describe shape of buildings than objects of nature. At the moment the trees and the buildings use the same structure, so that's why trees can't look much better than they look now. In future trees and some other objects will be just standard meshes, but it's not implemented at the moment.
Hello.
Nice project, but, I'm wandering would it be posible to use it(when it is ready) for large urban environments but with post-apocaliptic feeling(like destroid buldings, piles of brics, dust and everithig 'nice' for a future world were people leved underground for more than 500 years so mostely everithing outside is untached for that long ).
Nice project, but, I'm wandering would it be posible to use it(when it is ready) for large urban environments but with post-apocaliptic feeling(like destroid buldings, piles of brics, dust and everithig 'nice' for a future world were people leved underground for more than 500 years so mostely everithing outside is untached for that long ).
Kat'Oun
Sorry, I was just updating file on the server. I made some bugfixes, first of all problem with yellow fence. I tested it, but I'm not still sure if I really solved it, it's harder to prove if something doesn't exist than if it exists.
Postapocaliptic feeling? Sure! Why not, it all depend on designer . By the way, it will be possible to modify map on realtime for in-game destroying of buildings and so on, it would be nice, I think.
Postapocaliptic feeling? Sure! Why not, it all depend on designer . By the way, it will be possible to modify map on realtime for in-game destroying of buildings and so on, it would be nice, I think.
-
- Posts: 71
- Joined: Sat Aug 14, 2004 3:42 pm
-
- Posts: 69
- Joined: Wed Mar 30, 2005 8:16 am
- Location: Keerbergen, Belgium