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#ActualKwizatz

Posted 18 September 2012 - 05:36 PM

Hi alvaro,

Well, the idea is for a general engine, but to be more specific I am targeting PC's (Windows, Linux) and Android, so going by the lowest denominator, lets say its for handheld devices, ARM processors.

Right now I don't have that much animation data, an uncompressed idle character loop is about 500k with just joint information, no morphs, quite insignificant, I know, but I like the idea of shaving as much as possible so it does not add up to a lot later on when I have more characters, vehicles, etc.

I could add a flag and allow the format to be flexible and let the asset pipeline decide based on where the files would be used, but if there really is no gain, I don't see why add the complexity.

You're right, I should measure... kind of what I was trying to avoid Posted Image.

I do realize this is probably early optimization, but I kind of want to nail down the format once and for all.

Thanks!

#2Kwizatz

Posted 18 September 2012 - 05:35 PM

Hi alvaro,

Well, the idea is for a general engine, but to be more specific I am targeting PC's (Windows, Linux) and Android, so going by the lowest denominator, lets say its for handheld devices, ARM processors.

Right now I don't have that much animation data, lets say, an uncompressed idle character loop is about 500k with just joint information, no morphs, quite insignificant, I know, but I like the idea of shaving as much as possible so it does not add up to a lot later on when I have more characters, vehicles, etc.

I could add a flag and allow the format to be flexible and let the asset pipeline decide based on where the files would be used, but if there really is no gain, I don't see why add the complexity.

You're right, I should measure... kind of what I was trying to avoid Posted Image.

I do realize this is probably early optimization, but I kind of want to nail down the format once and for all.

Thanks!

#1Kwizatz

Posted 18 September 2012 - 05:25 PM

Hi alvaro,

Well, the idea is for a general engine, but to be more specific I am targeting PC's (Windows, Linux) and Android, so going by the lowest denominator, lets say its for handheld devices, ARM processors.

I could add a flag and allow the format to be flexible and let the asset pipeline decide based on where the files would be used, but if there really is no gain, I don't see why add the complexity.

You're right, I should measure... kind of what I was trying to avoid :).

Thanks!

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