Some Questions about the latest engine.
Some Questions about the latest engine.
I was wondering if Irrlicht could somehow render 3d objects that are sended with packages from an server for example.
So it uses that information to render with the information from the servers.
And also what the maximum amount triangles that the engine can render with fluid motion. (lets say that the Graphics card are a medium 256 mb Gefore from 2005).
Im looking for an fast engine for a streamed online game, (you got information on the server that the client retieves.)
So it uses that information to render with the information from the servers.
And also what the maximum amount triangles that the engine can render with fluid motion. (lets say that the Graphics card are a medium 256 mb Gefore from 2005).
Im looking for an fast engine for a streamed online game, (you got information on the server that the client retieves.)
-
freetimecoder
- Posts: 226
- Joined: Fri Aug 22, 2008 8:50 pm
- Contact:
-
Insomniacp
- Posts: 288
- Joined: Wed Apr 16, 2008 1:45 am
- Contact:
most applications/games have all of the graphics on the users computer and then when they receive data from the server display the graphics in a certain way. As for streaming graphics that could take a very large amount of bandwidth to keep from having lag just from the network let alone your graphics engine choice. For an example if you look at call of duty modern warfare 2 it is about 11gb. Of that maybe 1gb is code and the rest is most likely graphics. So pending the scope of your game and size of your graphics files you may not be able to stream 11gb very easily
. So pending what you mean by 3d objects as packets from a server then yes and no too many variables with out values.
as for performance that also has too many variables since there are things like shaders, how you structure your code, how your game loop functions that all change how many fps you get. You can take a look at the examples and check their frame rates and poly count on your system to see if it is satisfactory and how it compares to other engines.
as for performance that also has too many variables since there are things like shaders, how you structure your code, how your game loop functions that all change how many fps you get. You can take a look at the examples and check their frame rates and poly count on your system to see if it is satisfactory and how it compares to other engines.
Well the objects are already inside the client, Its more that it sends out things where to position what "texture id" it will be and other.
Say you have like 300 objects in a liberary, It just loads that model and puts it there in that section.
And even make some walls and such with positions and other properties.
Basically it will send small Bytes just clearifying where to use it.
Also it could stream terrain diffrences ^^ like have a standard height and it can edit the Y pos of certain positions and add several textures.
I mean that it loads section of a main map. and removes them when not visible (Its viewed from over the object)
Say you have like 300 objects in a liberary, It just loads that model and puts it there in that section.
And even make some walls and such with positions and other properties.
Basically it will send small Bytes just clearifying where to use it.
Also it could stream terrain diffrences ^^ like have a standard height and it can edit the Y pos of certain positions and add several textures.
I mean that it loads section of a main map. and removes them when not visible (Its viewed from over the object)
-
Insomniacp
- Posts: 288
- Joined: Wed Apr 16, 2008 1:45 am
- Contact:
Ok, yes I have done online game development with irrlicht and am currently working on an online game so that is possible. You will have to code the networking stuff by yourself and then just call the irrlicht funcitons to display and move objects accordingly. I think there is a network extension somewhere... irrNet maybe? (unsure if that is the name but it was along those lines).
As for performance you would have to do some stress testing on the target video card to know how many poly's you can use effectively.
As for performance you would have to do some stress testing on the target video card to know how many poly's you can use effectively.
imo what you said here its mostly done by the client side tho. server only sends the client the level's name (client will then handle the rest by reading the level file) and also the position of player (client will calculate the visible area and render what is needed only).mindrage wrote:Well the objects are already inside the client, Its more that it sends out things where to position what "texture id" it will be and other.
Say you have like 300 objects in a liberary, It just loads that model and puts it there in that section.
And even make some walls and such with positions and other properties.
Basically it will send small Bytes just clearifying where to use it.
Also it could stream terrain diffrences ^^ like have a standard height and it can edit the Y pos of certain positions and add several textures.
I mean that it loads section of a main map. and removes them when not visible (Its viewed from over the object)
k don't tell me you're making an MMO.
My company: https://kloena.com
My profile: https://zhieng.com
My co-working space: https://deskspace.info
My game engine: https://kemena3d.com
My profile: https://zhieng.com
My co-working space: https://deskspace.info
My game engine: https://kemena3d.com
Well MMO or what you can say, Its more of a network of servers. You can make your own server and set it up on a global network. Then you can connect to the servers via the client. Allowing people to be able to create thier own stuff and other people can enter it.
It can be mmo/ Online Wars / Capture the Flag... whatever you want.
The game is extended via LUA, so you can create scripts to make it your way.
It can be mmo/ Online Wars / Capture the Flag... whatever you want.
The game is extended via LUA, so you can create scripts to make it your way.
100000 triangles is a nice amount that renders fast on a GeForce 8 8500 class card. Given the scene is composed primarily of static meshes and their hardware mapping hint is set to "static". On the other hand, Do not add too complex animated characters. Irrlicht still relies on software skinning, so, a mid to low resolution is the best choice when you want to add characters with Irrlicht.
Irrlicht is flexible as a bamboo. You can program quite a lot of things on top of it.
Irrlicht is flexible as a bamboo. You can program quite a lot of things on top of it.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Yea, I noticed it ^^
Well mostly i was thinking of making the game in 2d.. But it seems better in 3d ^^.
I dont use so high quality things. Its just maybe max a 400 triangles in the game since the map is streamed in "sections" which fades off after you left it.
I just liked the particle effects from SPARK engine, So it could be the things thats more useful.
The characters maybe have 40 triangles per char and the extra things like Doodads and props ingame wont take that much also.
Trying to keep it at a minimum
Well mostly i was thinking of making the game in 2d.. But it seems better in 3d ^^.
I dont use so high quality things. Its just maybe max a 400 triangles in the game since the map is streamed in "sections" which fades off after you left it.
I just liked the particle effects from SPARK engine, So it could be the things thats more useful.
The characters maybe have 40 triangles per char and the extra things like Doodads and props ingame wont take that much also.
Trying to keep it at a minimum