• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
anders211

DX9 How much bones is supported for hardware skinning?

6 posts in this topic

Hi,
I don't know why but there is number 35 in my mind. Maybe I read somewhere in the past that 35 is the limit of bones which my mesh (in X-file) can have. Could anybody confirm that it is true? Or maybe I have some code example where there was constant variable set to max number 35 and that is why this number is in my mind...I don't remember. I am asking because I am at the beginning of definition bone hierarchy in Blender for my mesh and I would like to know what maximum number may I use, for example to simulate finger movements I need at least 10 bones, so if there is really 35 bones support from DirectX I cannot waste 10 bones for fingers, I will use just 2 bones for thumbs and 2 for the rest of fingers.
0

Share this post


Link to post
Share on other sites

I think there is a max of 256 vertex shader constants that you can set with ver. 3.0

So you can have 256 / 4 = 64 = number of 4x4 matrices

You could try to do/attach hands separately as you might later have different pixel shaders for skin and for clothing...

 

EDIT: I cant google concrete answer:

http://msdn.microsoft.com/en-us/library/windows/desktop/bb172963%28v=vs.85%29.aspx

 

...

2. Equal to D3DCAPS9.MaxVertexShaderConst (at least 256 for vs_3_0).

...

 

I don't know what they mean by "at least", is that a guarantee minimum and can be more then this?

Edited by belfegor
0

Share this post


Link to post
Share on other sites

I think there is a max of 256 vertex shader constants that you can set with ver. 3.0

So you can have 256 / 4 = 64 = number of 4x4 matrices

You could try to do/attach hands separately as you might later have different pixel shaders for skin and for clothing...

 

EDIT: I cant google concrete answer:

http://msdn.microsoft.com/en-us/library/windows/desktop/bb172963%28v=vs.85%29.aspx

 

 

...

2. Equal to D3DCAPS9.MaxVertexShaderConst (at least 256 for vs_3_0).

...

 

 

I don't know what they mean by "at least", is that a guarantee minimum and can be more then this?

 

It's a guaranteed minimum and it can be more than this but in practice it won't be, even on DX10+ class hardware.  You'll also need to knock off a few for storing your MVP, any lighting or other constants, etc.

 

However, you only need a 4x3 (or 3x4 depending on your preference) matrix for skinning, so you get to have ~80 bones; a little bit better.

1

Share this post


Link to post
Share on other sites

I don't know what they mean by "at least", is that a guarantee minimum and can be more then this?

Yes.


L. Spiro

Edited by L. Spiro
0

Share this post


Link to post
Share on other sites

I use 80 bones per submesh.Every bone uses 2 constants,the first float4 is a quaternion for rotation,the second is translation(xyz) and scale(w).

0

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0