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Posted 19 February 2011 - 01:22 AM
Posted 19 February 2011 - 05:01 AM
"App". is an acronym and must always be followed by a dot.
Posted 19 February 2011 - 11:55 PM
I think that mobile device and console game programmers still use specific scene optimizations (like BSP), and that larger studios implement their own occlusion code rather than buying a pre-made package.
BSP is quite slow to generate and only good for closed areas. In the future, games will be more dynamic so that waiting a second for the tree to rebuild would be slower than rendering with a dynamic method. Super Mario had cutting edge optimizations that still is considered to be advanced because they didn't have much performance to waste. Today's game developers care less about custom made optimizations and just buy a general purpose occluding method that is good enough.
Posted 20 February 2011 - 04:46 AM
Everything needing to target nowaday's hardware must deal with much higher polycount. I'm betting on some sort of "volumetric" data structure which could isolate polygonal complexity on each node, with emphasis on fast (rather than accurate) rejects. It would be convenient to better integrate with generic meshes from DCC tools and to help in delivering more work with less time. Hint brushes and portal entities, ideally, shall go.
So what kind of scene management , do you think, will prevail in the future?
Posted 20 February 2011 - 05:44 AM
Posted 20 February 2011 - 09:09 PM
Posted 21 February 2011 - 08:09 AM
Posted 21 February 2011 - 03:52 PM