Re: [Algorithms] Terrain performance comparrisons
Brought to you by:
vexxed72
From: Thatcher U. <tu...@tu...> - 2003-07-29 05:20:16
|
On Jul 25, 2003 at 02:41 -0700, Lucas Ackerman wrote: > > [...] and as such the biggest failings of ROAM > remain social in nature, not technical. Some (hopefully helpful) observations: 1. My guess is that after static model-swapping, ROAM is probably the most influential LOD method in the history of game development. As far as I can tell, "ROAM" is the first word on the average game programmers' lips when asked about terrain. Total guess on my part; I don't have data or anything. So don't fret too much over perceived failings. 2. In my opinion, the *real* reasons people don't always use LOD (of whatever flavor) are based on practical engineering economics, not anything social or purely technical. The fact is that except for a few game genres, like flight sims, there are way more important things on the agenda than scalable LOD. Take shading. Maybe 50% of the traffic on this list concerns shading techniques. And that's because quality of shading has huge leverage over the player experience, and is still heavily resource-constrained. Whereas LOD generally isn't making or breaking anybody's game nowadays, due to faster hardware. So anything (e.g. LOD) that takes developer time and makes shading more complicated has to have an extra big payoff, over and above any intrinsic benefit. 3. IMO, that does not in the slightest take away from the value of researching things like ROAM. A technique doesn't have to be ubiquitous in every application to be successful. And if your real goal is to make ubiquitous algorithms, then you need to embrace honest critiques from practictioners, or else you'll just be frustrated. -- Thatcher Ulrich http://tulrich.com |