hmmmm..... Yeah. I will have to look into that (sqlite). Right now something like 1000 images though is only 50MB of HDD space or something. So its not that bad. But if I could speed it up/use less space or whatever, that would be awesome.
Hmm I havent see that id tech demo. It made me realize that this is really the same as megatextures. I changed the way it renders and now it calculates over 1000 times faster :P The old method was pretty hacky. It can calculate a 2048x2048 atlas in about 25 seconds, although most of that time is generating a "VectorMap"…
I decided to benchmark my 3D collision detection routine recently, and it's fast. Very fast. Here's a demo - http://rumblesushi.com/grid2.html Hold 1 to add upto 1000 objects. Press C to switch to a FPS camera, which is a collidable object too. On the above demo with 1000 active objects I get 38 fps. The exact same demo…
I'm playing around with Molehill at the moment, and one thing that's insane is how much slower the computation is on this FP11 beta. Magnitudes slower than FP10. The most appealing thing about Molehill for me is freeing up all the CPU juice in order to use it what it's intended for - physics/object count/AI etc, instead of…
I'm in the process of tweaking and optimising my collision broadphase, so I can get on with working on my first game. I LOVE grids as a collision broadphase. With small enough grid nodes, you can get the amount of checks down as low as a quadtree, but with almost no overhead. The grid is so simple and so fast. It's 360…
Thanks Perna. You can press U to unlock the 1000 cap, but after 2000 ships object to object collision gets switched off, as too much juice is used (on object rather than environment collision) with that many objects in such a small arena. And this demo is more designed to test environment collisions rather than object.…
A few months ago I started building myself a 3D engine from scratch, geared 100% towards making games. Well - the engine is almost complete, and this thread would be a good place to post some demos. I joined polycount to learn more about the level design and modelling side of game development by the way. My engine has been…