To expand upon that, you will also not want to go over the amount of vertices that are allowed in your graphics card's pre-T&L cache. You could probably find a benchmark program out there, or create your own really. There will be a very significant FPS drop when you go over the amount of vertices allowed.hybrid wrote:You have to experiment with VBOs to get these things rendered properly. Moreover, you have to cluster them in several meshbuffers inside a mesh to avoid scene node setup overhead. Also note that VBOs arenot used for very small meshbuffers, so be sure to have more than 500 vertices in your buffers.
Post Your Irrlicht Screenshots / Render Here.
TheQuestion = 2B || !2B
VBO don't help so much here, instancing does. Cram as many vertices into the same meshbuffer as you can and then upload that.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Were you afraid of not having enough polygons on your scene? wow, I'm getting too old for this, 1.3 mega triangles...@ 23 fps is quite a bit of polygons there. Good job!
Not obstant, i agree with that it is better to have a good load of polygons into one single vertex buffer. I mean, from my experience, it is not the same 1000 objects with 60 triangles each, as 1 single object of 60000 triangles. I guess the same applies here.
Not obstant, i agree with that it is better to have a good load of polygons into one single vertex buffer. I mean, from my experience, it is not the same 1000 objects with 60 triangles each, as 1 single object of 60000 triangles. I guess the same applies here.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Looks great, but it'd look even closer to the Japanesse architecture if it had stones instead of tiles in the exterior scene. Also, i think a paralell light with shadows would give an better result. But that's my opinion only!
The interior render now looks much more apealing. the crates looked just so artificial, now with the dark tones, it looks much more like a warehouse.
The interior render now looks much more apealing. the crates looked just so artificial, now with the dark tones, it looks much more like a warehouse.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
you working in a martial arts fighting demo? interesting... even if not very realistic (it's way hard or impossible to do those move in a realistic and documented way: I'd advice to go for a just ok looking anims and stuff.. )
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
geckoman: I'd like to set up a scene like that for the boss fight sometime later. At the moment, I'm still collecting information, for example...
http://www.digital-images.net/Gallery/S ... elect.html
Mel: Yes, lighting needs more work as I just figured out how to set up light params using a 512x512 lightmap.
vermeer: I'm currently modeling a warrior using this reference...
I'd like the render to be on the cartoony side, but not that too cartoony. Maybe because I want to reach to the 1985 generation who played games like Karateka. I'd like to capitalize on that sentiment that the game they played in 1985 is back and feels like the one they played, but this time it's changed somehow.
http://www.digital-images.net/Gallery/S ... elect.html
Mel: Yes, lighting needs more work as I just figured out how to set up light params using a 512x512 lightmap.
vermeer: I'm currently modeling a warrior using this reference...
I'd like the render to be on the cartoony side, but not that too cartoony. Maybe because I want to reach to the 1985 generation who played games like Karateka. I'd like to capitalize on that sentiment that the game they played in 1985 is back and feels like the one they played, but this time it's changed somehow.
Here is the scene showing non-textured samurai model placement.
Here is the scene showing where the camera will be placed. Sitting on a fixed position.
Mel: It's much closer to Karateka, purely a karate + jujitsu + taekwondo fighting style.
By the way, I just got my blue belt yesterday. I passed the Taekwondo belt testing with passing grades. It was fun, I enjoyed the testing, so I'm going to put what I learned from there in the game.
The hard part is rigging the samurai. I'm still learning how to do rigging, probably it'll take me days or even weeks to make a good animated action.
Here is the scene showing where the camera will be placed. Sitting on a fixed position.
Mel: It's much closer to Karateka, purely a karate + jujitsu + taekwondo fighting style.
By the way, I just got my blue belt yesterday. I passed the Taekwondo belt testing with passing grades. It was fun, I enjoyed the testing, so I'm going to put what I learned from there in the game.
The hard part is rigging the samurai. I'm still learning how to do rigging, probably it'll take me days or even weeks to make a good animated action.
Uhm. I see. Rigging is not that complex, no matter the 3D package. You used blender, right? It is easier to rig the boges to the model when you can select directly the vertices, and asign them the desired weight, if blender can do that, it is a fast task. but well, i've rigged tons of characters too patience
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt