Standoff stuff.

Originally posted by Darkmage
I was thinking of a Massive multiplayer online game...... IE WCU, your models would be death to any pc running the game because of the large ammount of players.

Yes, for WCU, models that detailed would probably slow the game down to a crawl... the netcode would also chew up some extra processor power away from the graphics, wouldn't it? (unless you have a T&L capable card, which I believe most people don't)

Originally posted by Darkmage
BTW do you still have the freespace2 version of your models? I was doing a wc - freespace 2 tc and I know someone who would really appreciate your models.

Actually, I tried only one model (the Hornet, whose facecount is pretty close to the average of all my other models) on the FS 1 engine, untextured (it'd be too much work to get all my textures into a single file, and I never seriously considered using the FS engine anyway, because it only has 1 nav point per mission)... so it wouldn't help your friend that much, I think...

--Eder
 
Performance set aside, my card (GeForce DDR) can only render 65536 primitives in a single scene. Which would mean there can never be over 30-60 ships sent to the rendering pipeline if the thing has to work on my rig.
Key is lodscales, and making sure that primitives you don't see aren't sent to the pipeline.
 
Originally posted by NoRemorse
Eder, I'm just trying Blender... I think you use it, so, can you give me some examples you made ?

Whatever that is, I don't use it. :) I've heard of it, though... it's a modelling software, right?

--Eder
 
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