Re: [Algorithms] Character customization Vs Number of primitives
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From: Matt J <mjo...@gm...> - 2007-06-13 15:49:36
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They use segmented meshes? I'd be interested in how they do it using seamless.. Matthew > Hi all, > > The game I'm working on has around 30 customizable characters that will be > displayed during a match. > > Each character has an armor, made by 5 different fragments (arm, legs, body, > head, name). The first 4 fragments have 3 different levels (81 different > possibilities) and the name is unique. I was wondering how you guys deal > with this kind of customization. I see two options (I may be missing other > solutions though :) ): > - Have different primitives for each fragment: I'm afraid that the number of > draw calls would increase a lot, since each character will also be rendered > for shadowing, for lighting and for glowing, but the textures will be shared > in memory > - Group all the different primitives into one single primitive: this will > reduce the number of draw calls, but the textures must be grouped together > into a single texture, that may never be shared (and there are > diffuse/normal/gloss textures for every characters) and the memory cost can > become huge if the artists want a pretty big resolution. > > When I see games like World of Warcraft where the number of characters is > pretty big, and the customization can be important, I assume that I'm > missing something :) . > > Any wisdom to share about this ? > > Thanks, > > Ben |