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AppGameKit Classic Chat / Mesh from memblock?

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Jedive
21
Years of Service
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Joined: 24th Jan 2003
Location: Spain
Posted: 30th Nov 2014 20:44 Edited at: 1st Dec 2014 00:08
I'd like to start working on a mobile game, and although I have my own 3D engine, right now it looks like, being possible to code in C++ with AppGameKit, it would be a better option for my game than porting my own engine to iOS/Android.

I imagine that animation support for 3D meshes is one of the most requested features. When animated .X support is added... will it support DarkMatter 2 models? I was considering using that, since it fits the style of the game I have in mind, at least for prototyping.

But actually that was not my main question. I could implement animation in the game myself (using the Assimp library) if I had the option to modify mesh data of an object after creation. The perfect way would be by putting all the mesh data in a memblock, and redefining the object mesh using the memblock. Are there any plans to include that anytime soon?

Thank you for your help.

== Jedive ==
MacBook Air Core 2 Duo 1.3Ghz, 4GB, 128GB SSD, HD Graphics 5000, Yosemite
Mac Mini Core 2 Duo 2.2Ghz, 4GB, 640GB HD, nVidia 9400, Yosemite, Win8.1 Pro
Jedive
21
Years of Service
User Offline
Joined: 24th Jan 2003
Location: Spain
Posted: 30th Nov 2014 23:58 Edited at: 1st Dec 2014 00:47
*Deleted* Sorry, I have moved the information in this post to the first one.

== Jedive ==
MacBook Air Core 2 Duo 1.3Ghz, 4GB, 128GB SSD, HD Graphics 5000, Yosemite
Mac Mini Core 2 Duo 2.2Ghz, 4GB, 640GB HD, nVidia 9400, Yosemite, Win8.1 Pro
Paul Johnston
TGC Developer
22
Years of Service
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 1st Dec 2014 17:46
Quote: "When animated .X support is added... will it support DarkMatter 2 models?"


I will look at them and see if it can be done, but I can't say for sure.

Quote: " I could implement animation in the game myself (using the Assimp library) if I had the option to modify mesh data of an object after creation"


I do plan to support modifying of object vertices, either through a memblock or through direct vertex access, but processing the vertices in software is likely to be slow. I can't say how many vertices you'll be able to modify at 60fps.
Jedive
21
Years of Service
User Offline
Joined: 24th Jan 2003
Location: Spain
Posted: 1st Dec 2014 19:18
I made some tests in OpenGL and it seemed to be fast enough, altough it should be better done in a vertex shader. I think that I could do it with the current implementation of AppGameKit (using 1D Textures to send the required info, which basically is bone transforms and vertex weight data), but it would be a bit tricky and require copying lots of data between the main memory and VRAM for every object.

== Jedive ==
MacBook Air Core 2 Duo 1.3Ghz, 4GB, 128GB SSD, HD Graphics 5000, Yosemite
Mac Mini Core 2 Duo 2.2Ghz, 4GB, 640GB HD, nVidia 9400, Yosemite, Win8.1 Pro

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