[QUOTE=Juniez;35026769]or you can tick the box that says "enable per poly collision"[/QUOTE]
It's ridiculously heavy compared to collision boxes. Even that simple box has 20 pieces of wood that are bent so there's maybe 50 polys a piece + the end posts and bottom with about 12 polys a piece.
That's 1060 polys to calculate collisions for vs the 5 collision boxes needed with a total of 60 polys.
[QUOTE=ben_lind;35034738]It's ridiculously heavy compared to collision boxes. Even that simple box has 20 pieces of wood that are bent so there's maybe 50 polys a piece + the end posts and bottom with about 12 polys a piece.
That's 1060 polys to calculate collisions for vs the 5 collision boxes needed with a total of 60 polys.[/QUOTE]
PhysX is fine at calculating complex collisions, as long as you have an nvidia gpu.
[QUOTE=Legend286;35034824]PhysX is fine at calculating complex collisions, as long as you have an nvidia gpu.[/QUOTE]
Seems a bit weird if you're willing to waste that much resources on a box just because you can. It's like having a plane with 1000 subdivisions, it's still a plane just very unoptimized.
No game would run on any computer if everybody thought like that.
[QUOTE=ben_lind;35034948]Seems a bit weird if you're willing to waste that much resources on a box just because you can. It's like having a plane with 1000 subdivisions, it's still a plane just very unoptimized.
No game would run on any computer if everybody thought like that.[/QUOTE]
Well yeah, but never be afraid to use per-poly for large objects with few polygons. And if you think this is bad, CryEngine 3 automatically defaults to per-poly collision for everything. Then again, their physics are shitty compared to PhysX.
That's quite unusual but yeah I guess there are cases where that applies. As far as I know cryengine defaults to per poly collision as a fall back if you don't supply a collision model.
[QUOTE=ben_lind;35035980]That's quite unusual but yeah I guess there are cases where that applies. As far as I know cryengine defaults to per poly collision as a fall back if you don't supply a collision model.[/QUOTE]
Which in Crytek's case, is never. Examining their Crysis 2 levels shows how little they use authored collision meshes.
Yeah a friend told me Skyrim has very unoptimized meshes as well. Seems pretty weird and sloppy imo.
[QUOTE=ben_lind;35037818]Yeah a friend told me Skyrim has very unoptimized meshes as well. Seems pretty weird and sloppy imo.[/QUOTE]
Well triangles don't matter anymore nowadays, but it's still not an excuse to be wasteful.
[QUOTE=Legend286;35038016]Well triangles don't matter anymore nowadays, but it's still not an excuse to be wasteful.[/QUOTE]
Sure they do, there's just a bit more breathing room than a few years ago. Just a shame that some games work worse than they could just because they're poorly optimized.
Shipping out goes ahead of optimization usually. They have a deadline to hold. And it's generally not a good idea to miss a shipping date such as 11/11/11.
Yeah I know but if you know anything about project management you ought to take those things into account beforehand. On the other hand maybe optimization is regarded as wishlist stuff.
Luckily some developers support their game for quite long afterwards though and keep improving it for free.
Optimization takes time. Of course there's developers like Remedy who polish their games 5 years, optimizing every inch of it. I, for one, know that Alan Wake's entire code compiled in less than 2 minutes even at a relatively late developement, compare that to some companies' "nightly builds".
But graphics wise it's just faster to be done with it and not get stuck optimizing the meshes. It's usually the textures and their drawcalls that take most resources anyway.
If you keep the optimization in mind when creating the assets you don't have to worry about optimizing them later. I really didn't mean any company should or has ever reworked their meshes to be more optimized just that thinking before doing takes you pretty far.
As for the textures I'm not really sure where you got that info and what you mean by resources but I really don't think displaying bitmaps requires all that much processing power compared to shading a polygonal model. The textures are just modifying how the model is shaded. The textures take up a lot of memory but once loaded shouldn't affect the overall performance that much at least to my knowledge.
finally uv'd it and started texturing
[img]http://www.1337upload.net/files/screenshot0.png[/img]
i'm getting these ugly seams though and ugh
It is easy to hide seams.
Here is a tutorial: [url]http://blendernerd.com/hiding-uv-seams/[/url]
(It is for Blender but maybe you can use it in your program.)
you might need more padding on your uvs. that or your normals could just be flipped on the green channel
I think it's because your UV shells are connected, while the smoothing groups are different for the faces that are connected. I had the same problem. Separate the UV shells based on their smoothing groups, and you should be good to go.
That looks an awful lot like the chest I whipped up in a hurry, for the contest banner promotional image thing. :v:
Looks good though!
[QUOTE=SweetSwifter;35096760]That looks an awful lot like the chest I whipped up in a hurry, for the contest banner promotional image thing. :v:
Looks good though![/QUOTE]
Ye It only took a few mins to make that.
Oh hi, i made this today.
[B]Highpoly:[/B]
[img_thumb]http://img824.imageshack.us/img824/7508/drumn.jpg[/img_thumb]
[B]Lowpoly 1108 tris[/B]
[img_thumb]http://img593.imageshack.us/img593/3788/drum0.jpg[/img_thumb]
Looks fantastic, but were used to that from you, nVidia. :v:
Nice work. :3
Count me in!
Added you to the list.
[img]http://img834.imageshack.us/img834/788/woodbarrel2.png[/img]
Only took 15mins
I'm old fashion with my barrels.
I think I'll enter, but I'm not sure if I'm doing it right..
[img]http://img4.imageshack.us/img4/8486/contestshittymodel01.jpg[/img]
Yeah, it's not finished of course, it's 7k poly (not including the spheres, those were just tests), I guess I'll have to bake some normals and clean it's topology.
Also, is there a rule for renderings right ? Well, I couldn't find it if there's any.
Can I still enter? I'd like to enter. Could I enter? I wonder if I can still enter.
[img]http://dl.dropbox.com/u/3975474/drum-c.jpg[/img]
I put my drum into Crysis.
It also likes to explode.
snip
Well my Barrel in the Unreal Engine...
[img]http://img31.imageshack.us/img31/8919/udkbarrel.png[/img]
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