SierpinskiSceneNode (fractal)

Post those lines of code you feel like sharing or find what you require for your project here; or simply use them as tutorials.
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randomMesh
Posts: 1186
Joined: Fri Dec 29, 2006 12:04 am

SierpinskiSceneNode (fractal)

Post by randomMesh »

Hi,

working on a 3D Game of Life, i needed to find a way to render many, many primitives.
So i made a SierpinksiSceneNode, which renders the famous Sierpinski triangle, to stress-test my hardware.

Since this is a 3D engine, the triangle is now a tetrahedon. :)

Image

Would be interesting for me to know the performance on nowadays hardware, since mine is ancient.

Todo:
For now, there's a call to drawVertexPrimitiveList() for every tetrahedron, so there's much room for optimization.
Implement the getMeshForIteration method.

Source: Click
Precompiled Linux binary: Click

PS: Yes, the inbuilt font is too small on my hardware. :)
"Whoops..."
Bate
Posts: 364
Joined: Sun Nov 01, 2009 11:39 pm
Location: Germany

Post by Bate »

8 iterations is the farthest I can go
9 gives me 5fps :)

But my hardware isn't highend anymore either.

AMD64 X2 4000+
3GB RAM
Radeon HD 4800

Image
Never take advice from someone who likes to give advice, so take my advice and don't take it.
Acki
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Joined: Tue Jun 29, 2004 12:04 am
Location: Nobody's Place (Venlo NL)
Contact:

Post by Acki »

WinXP-pro (sp2)
Celeron 2.66 GHz
1 GB RAM
GeForce FX5200 (also ancient :cry: )

iteration = 7 (16384 tetras)
fps = 24

iteration = 8 (65536 tetras)
fps = 7

tested Irrlicht 1.7 with ogl and dx9 (no difference)... ;)
while(!asleep) sheep++;
IrrExtensions:Image
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
BlindSide
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Location: NZ!

Post by BlindSide »

I like this.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
sudi
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Post by sudi »

Ubuntu 9.10 64bit
Intel Core2Duo T7500 2,2GHz
2 GB RAM
GeForce 8600M GT 512MB

iteration = 8
fps = 20

iteration = 9
fps = 7
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
Dorth
Posts: 931
Joined: Sat May 26, 2007 11:03 pm

Post by Dorth »

Win 7 Ultimate 64bit
AMD Phenom II X4 955 Processor 3.20 Ghz
4 GB RAM
Radeon 4870 HD 1 gig

iteration = 8
fps = 34

iteration = 9
fps = 11

with a slightly dated version of Irr (dating from the split of 1.7 from svn, svn latest of that time)
ceyron
Posts: 63
Joined: Tue Mar 03, 2009 5:10 pm
Location: Bucuresti, România

Post by ceyron »

OS: Linux Mint 8 "Helena" KDE 32bit
CPU: Intel Core2 Quad Q6600 @ 2.4GHz
RAM: 2GB
GPU: nVidia GeForce 8500GT 512MB

with KWin Composite(desktop effects) enabled
  • iteration = 8
    fps = 18

    iteration = 9
    fps = 5
with effects disabled
  • iteration = 8
    fps = 22

    iteration = 9
    fps = 6

i am using the precompiled linux binary :)
Image
randomMesh
Posts: 1186
Joined: Fri Dec 29, 2006 12:04 am

Post by randomMesh »

Thank you all for testing. This indeed shows that my current method to render all this triangles is not optimal. 8)
"Whoops..."
sudi
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Post by sudi »

well the problem here are the draw calls. you should merge several triangles into one meshbuffer and then draw them.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
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