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Member Since 22 Jul 2010
Offline Last Active Aug 23 2016 04:30 AM

Posts I've Made

In Topic: render huge amount of objects

15 August 2016 - 07:54 AM

@hodgman thinking about this further, are you suggesting that you only add nodes into that array in reaction to something changing? Infact scratch that. you would also have to add any child nodes too in that case and it wouldn't work if a transform was changed multiple times.


There will always need to be a complete hierarchy pass then I think, I can't see how to avoid it. In which case it still makes sense to just update all transforms 


Some odd cases to think about.

  • Leaf node modified followed by parent followed by its parent... all the way up to the root in that order. 
  • Root node modified (all children will need updating)
  • Leaf node modified followed by its parent's parent alternating all the way to the root.

There are 2 things at play with transforms the way I see it, the local update of a matrix when it is changed... then the re-combining of all the child matrices - this is where I am struggling to see the optimal solution.


Rebuild from scratch? Update and recombine using a 3rd snapshot matrix that represents the hierarchy above? Some other genius idea of justice?



If I get time I might make a 2d test bed to test this, a simple visual 2d tree that is update-able via mouse drags. I can then try various approaches and rather than benchmark I can compare how much work is done/or saved.

In Topic: render huge amount of objects

15 August 2016 - 06:27 AM

aaaaa I clicked on something and lost my essay of a message, I should really install a form saver plugin!!!


@hodgman, interesting and tidy approach but does it end up being more efficient that a normal tree traversal? I guess it depends how much changes from frame to frame, it nothing does then a full tree traversal for transform updating only is pointless. But sorting arrays sounds slow also.


I was aiming for a solution that only touches the minimal set of nodes to respond to a change but also scales well from zero changes to changes in every object in the scene. Me wants cake and eating it!


@poigwym, flags like that should work well I think.

In Topic: render huge amount of objects

15 August 2016 - 04:35 AM

I do it slightly different than some.

Each 3d object has a transform. This has getters/setters for scale/position/rotation.

There is a 32bit dirty flag that is updated through the setters. So any any given time you can know if the scale, rotation or position has been change and in detail too, i.e. which component.

When a matrix is required, the transform is requested to build it, if the dirty flag is non-zero the matrix needs rebuilding. Depending on different flags set it will do it differently. Scales and transforms are very fast, just directly set the values. But If rotations are included then a more complex recompose is done (sin/cos etc..) you can do this a number of ways and look on line for various approaches.

A common one is to build each rotation matrix required and combine it.

Then if the transform has a parent it needs to be concatenated with it's transform too, managing these relationship updates can be tricky and I am still not sold on the best way to do it.


You don't have to do it this way of course you can just operate directly on a matrix appending transformations to it as you wish (would probably be faster).



The view/projection matrix is calculated once per frame and shared across each draw call, only the world matrix is updated in the buffer between calls, so that is just copying 16 floats into the buffer and nothing else - should be pretty quick.


Hope that helps.

In Topic: render huge amount of objects

15 August 2016 - 02:44 AM

If you are on a desktop you can see and old flash demo I did here to test what your gpu can handle.

this is in flash by the way so native you should be able to beat what you see here (it is not massively optimised either)


There is no instancing and each object has a unique transform, the only thing constant between draws is the material.


Lower end gpus should be 500-1000 no problems, mid range 1500-3000, high end can hit 8,000+



In Topic: A good way to handle managing bullets/projectiles

11 July 2016 - 08:59 AM

I have used object pools combined with linked lists for this kind of thing in the past. Provided you don't need random access to a projectile it should work just fine.

Pool allocates and stores references to the objects, it can create a bunch upfront based on and educated guess and expanded if needed at runtime, uses a vector behind the scenes and a pointer to the last unused item.

Then you just run though your linked list in the update function advancing and collision testing. It is then extremely fast to add/remove projectiles from the linked list and return/retrieve them from the pool. Most of the time there will be 0 allocations and 0 vector resizing/copying. It is not as cache friendly as blasting though a flat vector but plenty fast enough and the ease of implementation is a real plus.

There are no doubt other ways, this is just something I have used successfully many times and is both easy on the GPU and minimises memory allocation/GC.