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3 Dimensional Chat / What would you say is the maximm number of Vertex's a model needs

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BENOJ
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Posted: 17th Mar 2007 20:41 Edited at: 17th Mar 2007 20:42
Hi, Im cuirrently programmign a game engine, and i'm doing the object code at the minute, Im not a 3D model man myself so ii'm not really sure what i should set as the limiting number of Vertex's.What would you say is the maximm number of Vertex's a model needs really. I have to set a limit, and im nto to sure what to set it as... its on 65 000 or so at the minute should i increase this or decrease this, bearing in mind as i increase this, the code becomes increasingly inefficient and reduces the number of Objects that the gaem can load, and decreasing does the opposite, so increased efficiency and increased number of objects.

Thanks,
BEN.



BENOJ
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Posted: 17th Mar 2007 20:41 Edited at: 17th Mar 2007 20:42
*sorry mistake post*



Venge
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Posted: 17th Mar 2007 23:02
I would say 65k verts per model is plenty

Soon to come: Corvette vs. some..other car
zircher
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Posted: 17th Mar 2007 23:34
I'd create several sizes of objects (small, medium, and large.) Most game models are well under that 64K limit. So, you could have large objects for levels, medium objects for characters and vehicles, and small objects for low poly items like most weapons, shell casings, plants, decals, particle effects, etc.
--
TAZ

"My goal is to replace my soul with coffee and become immortal." -- Wally
Shadow Coderer
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Posted: 18th Mar 2007 11:44
Dont base it on the number of vertecies! Tri count is what you should be going by. And the number of tris per model depends greatly on what it is. A main character shouldnt be more than 3-4k tris, and that depends on the genre of your game aswell. You have to consider how much of your character will be on the screen, and at what distance. Best thing to do though is test the maximum number of tris you can have with out the frame rate dropping below 30 or so. You can get away with more if you have coded an efficient culling solution

"If I die, tell my wife 'hello'"
BENOJ
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Posted: 18th Mar 2007 12:51
Thanks for the answers guys, If i base it by the number of tris, thats just the number of vertexes/3 so it would'nt make too much difference really lol + the way OpenGl works, when i render each vertex is placed seperately, so i would'nt be able to load it, because i ionly haev the Tris saved, if you get what i mean.
The Engine so far does have a culling system built in so it's quite efficient in that respect. The problem with me testing is,i have a very good system, its well above a normal pc (not to show off) and it really can take pounding. I had 1004 objects which all had 65000 Vertexs and it didnt sem to be slow at all! i dont have a method to test the FPS at the minute so ill get back to you on that 1 but it was definately playable with that if it were a game that is.

So far i think the best method may actually be to make seperate objects of size (small med , large etc...) but hopefilly i will find a way to dynamically recreate and destroy the array which holds each vertex, which means i may be able to hold an 'unlimited' amount of vertex in each model... and by that i mean no limited by the Engine.

-BEN



Shadow Coderer
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Posted: 19th Mar 2007 19:39
TRI'S I SAY! The number of vertexes will mean nothing to 99% of the people on these forums. Even if all you have to do is divide by 3. Test fps you ask?
(put it in your main loop) I hope that works

"If I die, tell my wife 'hello'"
BENOJ
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Posted: 19th Mar 2007 20:33 Edited at: 19th Mar 2007 20:33
lol Vertex are just co-ordinates where the lines all run into... like on a 2d square, its the corners:

here->|-------|<- here
here->|-------|<-here

and this is c++ so its not so easy, but it shouldnt be that hard, im just workign on other stuff in the engine at the minute

-BEN



Kieran
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Location: Hamilton, New Zealand
Posted: 19th Mar 2007 21:14
ok heres the specs for an average model

model made of full triangles

Polys: 768
Vertices: 386
Edges: 1152

model made of full quads

Polys: 768
Vertices: 386
Edges: 768

so for a model made with mixed i would say....

Polys: 768
Vertices: 386
Edges: 960

although this data is based on my style and may not apply to your models, but im just trying to help
good luck BENOJ


RPG Engine Work in progress!
BENOJ
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Posted: 19th Mar 2007 22:08
thanks (kieran im working with u n DB on the twilight enine btw incase u didnt know )

could anyone do me a quick favour, make me a quick cube 0.5*0.5*0.5 and save it in .3DS . Bloody vitsa wont lemmie run any 3ds progs ..... im just woking on some 3ds loaders at the minute and i have nothign to test it on ... anyway i'd be very gratefull if somone could help me ... Texture doesnt matter but would be preferable
thanks,
-BEN



RUCCUS
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Posted: 20th Mar 2007 04:35
Id say allow the user to create their own benchmark. They enter their tri-budget, and as models are imported the player can see how their budget is doing, represented graphically with a meter going from green to red. The user can go over the tri limit, but they see a warning sprite flashing informing them of it.

Kieran
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Posted: 20th Mar 2007 10:49 Edited at: 21st Mar 2007 07:29
EDIT: edited because of confusion


RPG Engine Work in progress!
RUCCUS
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Posted: 20th Mar 2007 21:43
Its your engine... if you dont want someone helping... dont accept their help. Simple.

BENOJ
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Posted: 20th Mar 2007 22:49
the twilight is a different engine to the inferno engine, and that engine is different to my engine.. if you cantch my drift..
-BEN



Aaron Miller
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Playing: osu!
Posted: 21st Mar 2007 07:36
@Ben
If you are speaking of hard code, then I recommend that you use pointers to vertices, and a single integer giving the vertex count.


With Direct3D this is actually rather simple. Create a vertex buffer with the set size, save a pointer to the vertex buffer, with the size of the vertex buffer, then render appropriately. I did skip a few initialisation and other steps, but thats the sum of it basically. Of course, you are speaking of the OpenGL counter part. Im just explaining the D3D counter part for reference.




Cheers,

-db


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