Project Two: Now Recruiting - Page 5

Project Two: Now Recruiting

WolfeGames and projects headed by Argh.

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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

looks like a blowtorch to me :oops:
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

*Cough* Polys mean jack shit. Go read caydrs article. UNless its like 100,000 Polys it doesn't mkae much differance.
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Zoombie
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Post by Zoombie »

Yeah. So just go nuts with your poly gons and make ALL your units look kickass!
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Guessmyname
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Post by Guessmyname »

Drone_Fragger wrote:*Cough* Polys mean jack shit. Go read caydrs article. UNless its like 100,000 Polys it doesn't mkae much differance.
It does make units take longer to build, and just because 'polies mean jack shit' doesn't mean you should go overboard and waste time on stuff the player will probably never see
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

Drone_Fragger wrote:*Cough* Polys mean jack shit. Go read caydrs article. UNless its like 100,000 Polys it doesn't mkae much differance.
That is a very naeive statement.
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unpossible
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Post by unpossible »

i'm sure there is a happy medium :-)
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Erom
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Post by Erom »

I think the point was not "Poly's mean nothing! Free for all!"

But more like "Polycount is not the primary determinant of a models performance, rather there are other factors in the Spring core that are the primary chokepoints. As a result of this, the optimum polycount for performance in Spring is a good order of magnitude higher than what the community restricts itself too at times. Also, it is worth noting that a model with fewer moving parts can be higher poly, since the Spring engine pays a low price for rendering one large, static orbject, and a large price rendering several small animated objects."
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Argh
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Post by Argh »

Erm... polycount is less important than other factors, but it still matters quite a bit, especially with reflections and glowmaps being included in the picture.

That said, it's mainly not about polycount, it's about pathing and other factors, many of which appear to be worse since Spring moved to the new sourcecode. But I really don't expect this to remain a big problem forever.
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Cool, can't wait to see it textured.
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Das Bruce
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Post by Das Bruce »

Image
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Zoombie
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Post by Zoombie »

Wow...that...is...the best thing EVER!
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PauloMorfeo
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Post by PauloMorfeo »

Unless it is a thread you started, or if you have more posts made after your's, you should have a cross next to the buttons for "edit" and "quote"!? Cross meaning delete post.
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unpossible
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Joined: 10 May 2005, 19:24

Post by unpossible »

so, now that AF has almost turned the nano beams into pretty coloured magic sparks....how is the project coming along?
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Charlemagne
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Joined: 18 Apr 2005, 17:59

Post by Charlemagne »

Is this inspired by Iron Kingdoms? That unit earlier resembles a warjack a lot, and the settings itself is also very similar EDIT: at least the tech level.

If such, well, I won't complain. Iron Kingdoms rock. =)
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Argh
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Post by Argh »

Actually, this is not inspired by Iron Kingdoms, I just made it up.
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Dragon45
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Post by Dragon45 »

I <3 teh hammerz.
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unpossible
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Post by unpossible »

so..how is it going?
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

It is moving, but slowly. I have been teaching myself some new technical approaches to address some specific needs, such as skinning organic models more effectively, and I am waaaay behind on my concept drawings that I was hoping to show off two weeks ago. But it is still creeping forwards, and certainly not dead :)
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Pxtl
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Post by Pxtl »

Imho, what the engine really needs for organic models is support for bones. The current system of cob scripts could be reapplied to skeletal models by replacing the parts with bones. Then you could have organic models with smooth continuations instead of segments. Of course, that'd be a pretty beefy project for a patch - weighted vertex support is nothing to sneeze at - but it would be the perfect way to get more organic models into Spring.
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Argh
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Post by Argh »

I think support for such a thing has more problems than that, frankly. We'd also need it to be thoroughly BOS-compliant, or it'd just result in a lot've static animations per character that would look pretty fuggly.

Personally, I'd like to see my request for a BOS-preview built into UpSpring completed... I know JC has a lot've more important things to do, though, and I really can't imagine anybody else having the skills to get this done :P
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