Static meshes
by Jorgen Ewelonn · in Torque Game Engine · 12/04/2003 (10:39 pm) · 30 replies
Ok, this is my very first post in these forums, I hope that this is the right context for this question.
Also, I've just bought the license and are skimming trough the tuts and resources to find out how to do things so PLEASE go easy on me on this since it is realle a noob question.
I have been working a bit with Unreal2k3 modding and are getting pretty pleased with the idea of static meshes aka hardware brushes.
Are there anything like this in TGE at the moment or is it possible to add ??
I have some experience in C++ (and a project member that is quite advanced).
Best regards, J
Also, I've just bought the license and are skimming trough the tuts and resources to find out how to do things so PLEASE go easy on me on this since it is realle a noob question.
I have been working a bit with Unreal2k3 modding and are getting pretty pleased with the idea of static meshes aka hardware brushes.
Are there anything like this in TGE at the moment or is it possible to add ??
I have some experience in C++ (and a project member that is quite advanced).
Best regards, J
#22
12/06/2003 (12:32 pm)
And the project I'm planning NEEDS high performance/lots of meshes !
#23
12/06/2003 (12:43 pm)
You have the source... it's not like you're barred from getting that. :)
#24
12/06/2003 (12:47 pm)
Hehe, well I guess I'm not the only one looking for high speed and low latency :-)
#26
12/06/2003 (1:41 pm)
You realize the issue here is not rendering speed/optimization, because 3space already in theory does that, but rather getting the shapes to work in the level properly...
#27
12/06/2003 (1:56 pm)
Hehe, well I guess I'm not the only one looking for high speed and low latency :-)
#28
Ben > I am confused, my initial point actually was to relieve the 3D engine (TGE) of some geometry calculations, let the gfx-card work what it works best (transforming a 3d-space in to a 2d-scene). Do you mean that getting the shapes working is the problem here ??
12/06/2003 (2:53 pm)
?? double post above, look at the timestamps!! ?? Ben > I am confused, my initial point actually was to relieve the 3D engine (TGE) of some geometry calculations, let the gfx-card work what it works best (transforming a 3d-space in to a 2d-scene). Do you mean that getting the shapes working is the problem here ??
#29
As far as I know, Torque's shape rendering library already does what you've described vis a vis keeping vertex information buffered in memory... and if it doesn't, you don't want to write a new rendering infrastructure, but probably just retrofit the functionality into 3space.
The whole point of static meshes is to allow added details to a level without incurring huge collision/visibility calculation hits. The static meshes aren't considered for visibility and collision checking in the same way that level geoemetry is, thus the savings.
12/06/2003 (4:22 pm)
If you want to replicate what Unreal does with its static meshes in level, all you need to do is get TSStaticMeshes to effect lighting properly. If you want them to be lit, you'll have to add that, which might be... exciting... but still do-able.As far as I know, Torque's shape rendering library already does what you've described vis a vis keeping vertex information buffered in memory... and if it doesn't, you don't want to write a new rendering infrastructure, but probably just retrofit the functionality into 3space.
The whole point of static meshes is to allow added details to a level without incurring huge collision/visibility calculation hits. The static meshes aren't considered for visibility and collision checking in the same way that level geoemetry is, thus the savings.
#30
www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-VertexBufferClass&forum=cotd&id...
www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-D3DVertexBuffers&forum=cotd&id=...
www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-FVGenerator&forum=cotd&id=-1
www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-VertexBufferProxy&forum=cotd&id...
12/06/2003 (6:20 pm)
Here's a few other vertex buffer code snips that might be of interest:www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-VertexBufferClass&forum=cotd&id...
www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-D3DVertexBuffers&forum=cotd&id=...
www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-FVGenerator&forum=cotd&id=-1
www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-VertexBufferProxy&forum=cotd&id...
Torque Owner Jorgen Ewelonn
Mark > I have been peeking around my habitat for skilled OpenGL programmers and seem to have found one depending he has the time, that would help me alot since your advices (tough well put) is a tad over my current level (hasn't started messing with the engine yet) and my "lead programmer" are not experienced in OpenGL.
What is this Ogre you are reffering to, cant remember it being listed among the resources (hazy memories).