Re: [Algorithms] Character customization Vs Number of primitives
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From: Jay P. <Jp...@bl...> - 2007-06-13 17:01:43
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What Megan said. Then add in a VB optimize and texture compress step in a separate thread. -----Original Message----- From: gda...@li... [mailto:gda...@li...] On Behalf Of Megan Fox Sent: Wednesday, June 13, 2007 9:23 AM To: Game Development Algorithms Subject: Re: [Algorithms] Character customization Vs Number of primitives If it's something that's fixed for a given scene post-load, the most direct approach would be to store each texture separately, and construct them all into a single (or multiple) atlas(es), and then make a single mesh per player out of the parts. For a similar system but with no bound on number of potential customizations / characters in a scene (eg. RPG), we just built a system to merge part textures into a per-character atlas, and similarly, merge mesh parts into a per-character single mesh. For the sake of sanity, we just required that each "part" have a texture that met with a particular dimensional requirement for all variants of that part (head, arms, legs, whatever), and then we basically did a giant photoshop merge operation to flatten all the bits into a single texture, where we always knew that the arm texture could be found within rectangle X or whatever else. That saved us the work of offsetting the UVs in the mesh, they could be fixed. Note that thinking of it like a photoshop merge has another advantage - you can do some rather incredible tinting with creative use of "layers," amongst other things. It's a great deal more flexible when you can just have a grey "base" for a part, and then a couple of different color mask textures to apply over it to add detail. On 6/13/07, Benjamin Rouveyrol <ben...@gm...> wrote: > 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 > > > ------------------------------------------------------------------------ - > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=3Dgdalgorithms-li= s t > --=20 Megan Fox Idyllon, LLC http://www.shalinor.com/ http://www.idyllon.com/ ------------------------------------------------------------------------ - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=3Dgdalgorithms-li= s t |