Hi guys. Since you aren't shipping until the end of March for ver. 2.0, how difficult would it be to implement an 'Image Caching' behaviour? So are readers know, image caching allows for the 3d engine to render distant objects once and use the buffered image as a 3d sprite, only updating the object when it's orientation has changed based on a given value. The farther away, the less it has to update. Thusly, imagine huge worlds where your landscapes can be literally littered with objects with out the polygonal overhead. I would imagine the implementation would simply be to assign a 3d entity the Image Cache behavior, set a value for resolution of the resulting bitmap, set a range for the activation/deactivation of the image cache, and set the min/max orientation before the image updates the new view of the object. You might even throw in the option for updating based on time/clock cycles. This coupled with the LOD system and Francois' portal system and you have a very flexible engine for large environments.
Image Caching(5 posts) (2 voices)
That's an interesting idea. Do you know of any demo that showcases this feature on the web?
I'm thinking at the same time as writing, but I guess that we have the appropriate behaviors in V2 to actually implement that in behavior scripts... I'll give it a try and let you know. However, I'm very interested in seeing such a thing, as I have never had the occasion before.
Hi Francois! Well, let me get started here... First and foremost, look at Trespasser from Dreamworks; here is a link to the demo...
This is the only 'commercial' demonstration of image caching that I know, and it is effective...massive outdoor landscapes filled with thousands of objects...truely feels 'outdoors'..check it out...
Next I have links to educational studies, etc...
This site talks of Urban Exploration...good
This site is excellent! Probably all that you'll need to read about...don't forget to look at the blue-link, 'Imposters'...
Read this one too...
This should actually do you well...Try Trespasser, it's actually very cool and fun to play with ( i.e. true physics engine, image caching system, dynamic terrain lod, IK, bump mapping, realtime shadow casting, high layered multitextures, etc...); way ahead of its' time, and unfortunately, belittled by the gaming community for lack of real gameplay and not recognized as the technological wonder it was...
I hope you see this as fruitful and I'd would love to see it implemented. Thanks!
Any information on image caching Francois? How goes your studies...=)
Well thanks I started checking it out and it seems impressive when handled properly.
Right now my schedule is pretty packed getting all the demo stuff ready for the upcoming V2 rollout, so I'm waiting for things to cool down to take time to investigate more. Thanks for the link info, though, it's appreciated [img:3oebinr9]http://www.theswapmeet.com/ubb/smile.gif[/img:3oebinr9]
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