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  • Re: Drawing 15,0000 objects performance issues

    Yeah, that is what i was trying to say, but didn't say so well.  Based on distance away and size of the object i can probably estiamte actual pixel size and make smaller versionso f the textures that I can pack all together.  1024x1024 i shouild be able to put 64 16x16 images on it.
    Posted to Game Algorithms (Forum) by ktweedy1 on 13/05/2009
  • Re: Drawing 15,0000 objects performance issues

    Yeah, that packing into a texture seems like an interesting idea mixed with some kind of map mipping techique based on distance the item is away that estimates the actual pixel space that the shape will use on the screen to make smaller set of textures all packed into one texture per call. What are some of the metrics around texture size?  As ...
    Posted to Game Algorithms (Forum) by ktweedy1 on 13/05/2009
  • Re: Drawing 15,0000 objects performance issues

    Hi, thanks, yeah, looking into how to use hardward intancing.  I can package up multiple multiple geometries into one call using hardware or software instancing.  The thing is for my geometry every object could have 1 or more faces.  I have 15,000 objects, but what i really have is 15,000 x 6 faces to draw.  Each face could have its own material ...
    Posted to Game Algorithms (Forum) by ktweedy1 on 11/05/2009
  • Drawing 15,0000 objects performance issues

    I am working on a virtual world client for Seconlife and OpenSim.  In case you aren't famliar with these environments what they are is client/server applications where the client retrieves the world from the server and renders it.  The virtual world is broken up int o 256m x 256x squares called a region.  In each of these regions there can be ...
    Posted to Game Algorithms (Forum) by ktweedy1 on 10/05/2009
  • Re: What general purpose 3D Geometry Libraries are there?

    Hi, thanks, yes, I am in that community.  There currently is not anything that can do what SecondLife does.  Also I don't want to be limited to only what SecondLife can do.
    Posted to General (Forum) by ktweedy1 on 02/05/2009
  • What general purpose 3D Geometry Libraries are there?

    I am writing an implementation of Second Life using XNA.  In Second Life the scene can have up to 15,000 primitives.  These primitives are based on basic geometries like cubes, spheres, cones, torus, etc.  and tranformations and edits applied to them like twisting, shear.  It also has cuts paths and hollow operations. In SecondLife people can ...
    Posted to General (Forum) by ktweedy1 on 02/05/2009
  • Dynamically Created Content Pipeline

    A question about Content Pipeline for dynamic content. I am working on a Virtual World client for SecondLife.  In SecondLife you edit prmitives like cubes, spheres, cylinders to create the scene in the virtual world.  You can then apply textures to any of the surfaces on these objects. When I connect the client to the server is get a ...
    Posted to Game Design (Forum) by ktweedy1 on 16/04/2009
  • Re: XNA inside WPF for virtual world client

    For me I wanted to use WPF for a couple reasons. 1. WPF does do 3D graphics so for things like inventory or other types of UI displays that are not real time I could use it to render 3D scenes and objects. 2. It supports storyboards so can do some cool UI stuff. 3. Silverlight uses it so would be able to maybe move things to ...
    Posted to Game Design (Forum) by ktweedy1 on 16/04/2009
  • Re: XNA inside WPF for virtual world client

    @Zman, so just wanted to confirm, you are using XNA with WPF? or you are using Winforms?
    Posted to Game Design (Forum) by ktweedy1 on 16/04/2009
  • Re: XNA inside WPF for virtual world client

    Thanks, yeah, WinForms is fine for now and actually what I know best.  Thanks for the feedback. I can always move to WPF later if I do a good job with a Model-View-Controller structure.
    Posted to Game Design (Forum) by ktweedy1 on 16/04/2009
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