Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views


Sign in to follow this  


So I finally managed to grasp the basics of Erlang. I wrote a Wings 3D exporter to my custom mesh format. It works except for some bad normals around creased edges. I still have to split vertices around texture seams as well.

I've tossed out vertex shader skinning because:
  • it'll be slow on old hardware and unnecessary on new hardware
  • I can optimize the CPU skinning with SIMD instructions
  • my geometry gets rendered multiple times (for shadow mapping)
  • its limited to four weights per vertex
  • it doubles the memory required to store my vertex data (from 32 to 64 bytes)
  • I'm going to need dynamic buffers anyway for vertex morphing and soft bodies
  • its taking too much time/effort (the most important one [wink])
I modelled a shrub today. The texturing is a bit blah. I think I need a digital camera for the leaves and branches. I'm also working on a thief/cut-throat character, but I'll show that in a week or so when its a bit more complete.

Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!