Phew... (getting there)

For general discussion of Project Volucris

Moderators: Joe M., Karl G.

Phew... (getting there)

Postby Karl G. » Mon Jul 14, 2008 8:46 am

3 days and 1300+ lines of brand-new code later, I'm about 1/3 of the way to being able to load animated .X meshes. Now that the system's coming together, here's what it's going to sport:
  • Fully capable of using any skeleton-animated (basically all) .X mesh
  • Up to 4 blend weights per vertex
  • Takes full advantage of hardware, including using vertex shaders for super fast rendering on high-end hardware
  • Complete software support for older computers
  • Unlimited number of animations
  • fast, Fast, FAST! :D <-- I did a trial run of about 250 fully animated meshes before I noticed a drop from 60 FPS on my laptop


I should have this up-and-running by the end of the week. I look forward to being able to put some characters in this game :D
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Re: Phew... (getting there)

Postby Hatebreed » Mon Jul 14, 2008 10:01 am

So awesome!

It has been a while since I posted, but I'm really getting excited now. I feel like a school girl again!
Hatebreed
Merchant
Merchant
 
Posts: 30
Joined: Mon Jul 30, 2007 5:16 pm

Re: Phew... (getting there)

Postby Ashlar » Mon Jul 14, 2008 10:50 am

excellent! It's been ages since i've posted but i check here daily to see what's happening. Good work! I'm defiantly stoked.
Ashlar
Tradesman
Tradesman
 
Posts: 26
Joined: Fri Jan 05, 2007 4:26 pm

Re: Phew... (getting there)

Postby lawn gnome » Mon Jul 14, 2008 9:04 pm

Sounds sweet!

Karl G. wrote:fast, Fast, FAST! :D <-- I did a trial run of about 250 fully animated meshes before I noticed a drop from 60 FPS on my laptop


Well how much ram you got in it? My lappy only has 512mb.
User avatar
lawn gnome
Traveler
Traveler
 
Posts: 93
Joined: Fri Dec 22, 2006 8:55 pm

Re: Phew... (getting there)

Postby Karl G. » Tue Jul 15, 2008 7:24 am

I have 2 GB of RAM, but the meshes don't take up that much memory. The rendering speed is really limited by the graphics card and the number of GB/s throughput to the card. Here's a rough estimate of how much memory this takes:

250 meshes
~35 bones/mesh type
100 mesh types
1 matrix/bone in mesh type
1 matrix/bone in instance
~ 15 matrices/bone in mesh animation
let's say there are 135 mesh animation types

this gives:

(15 * 135) matrices for animation + (1 * 35 * 100) matrices for mesh types + (1 * 35 * 250) matrices for mesh instances
= 2025 + 3500 + 8750 = 14275 matrices (upper limit)

4 * 4 * 4 bytes/matrix = 64 bytes / matrix
= 913600 bytes for meshes

or about 1 MB (accounting for extra data) to hold almost as many meshes as you could ever want :)
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Re: Phew... (getting there)

Postby speed3b » Sat Jul 19, 2008 9:59 am

Sounds extremely efficient! Good work!
Speeds Game Network - Teamspeak.com
Server Address - sgn.servegame.com:8767
Project Volucris Channel Password - 666666
Feel free to stop by and chat.
~speed3b
speed3b
Traveler
Traveler
 
Posts: 92
Joined: Sun Apr 23, 2006 7:09 pm
Location: Southeast Michigan

Re: Phew... (getting there)

Postby figgles » Sat Jul 19, 2008 1:40 pm

Karl,

Congrats on the animation system! It looks like things are coming along for you. Do you need an SSE implementation of software skinning? I happen to have one that I wrote a while ago. It's about 29x faster than the standard x87 FPU and requires a Pentium-III or better.

Patrick Baggett
baggett.patrick@figglesoftware.com
push limits
mov reality, dreams
add life, meaning
jmp future
User avatar
figgles
Tradesman
Tradesman
 
Posts: 29
Joined: Tue Jan 23, 2007 3:00 pm
Location: Euless, TX

Re: Phew... (getting there)

Postby Karl G. » Sat Jul 19, 2008 5:02 pm

Hey Patrick,

Thanks for the offer--I'd love to have a look at the code! Send me an email (karlgluck@gmail.com) and we can chat about it.

Look forward to hearing from you.
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am


Return to Volucris



Who is online

Users browsing this forum: No registered users and 1 guest