|
GD
|
 |
« on: January 19, 2008, 05:14:21 AM » |
|
http://www.tvsm.co.ccYou can download a TVSceneManager demo teaser  Library coming soon, I'll post updates. If you have questions about it, ideas for it, do tell. I hope you'll like it.
|
|
|
|
|
Logged
|
|
|
|
|
JohnB
|
 |
« Reply #1 on: January 19, 2008, 12:59:40 PM » |
|
Good Job GD - I'm looking forward to playing with the managed DLL.
John B.
|
|
|
|
|
Logged
|
|
|
|
WEst
Community Member

Posts: 813
Daniel Martinek
|
 |
« Reply #2 on: January 19, 2008, 02:07:29 PM » |
|
Very cool, this will be extremely helpful to all people who are too lazy or too stupid to create their own scene manager (like me  )
|
|
|
|
|
Logged
|
Greetings
Daniel Martinek Lead Programmer Roaming Nova Studios
|
|
|
|
Raine
|
 |
« Reply #3 on: January 21, 2008, 12:05:36 AM » |
|
Default settings run at 3-4 fps. With the TVSM occlusion culler it shoots up at 25-40 fps. I say it's a great thing 
|
|
|
|
|
Logged
|
|
|
|
petrus
Community Member

Posts: 96
|
 |
« Reply #4 on: January 21, 2008, 02:32:33 AM » |
|
GD WOW  This is an amazing tool. I would love to use it 
|
|
|
|
|
Logged
|
|
|
|
|
Happy
|
 |
« Reply #5 on: January 21, 2008, 03:04:48 AM » |
|
aww man... it want run for me i keep getting a error of some sort
nevermind its fixed... Awesome work GD!!!
|
|
|
|
« Last Edit: January 21, 2008, 03:27:35 AM by Happy »
|
Logged
|
|
|
|
|
GD
|
 |
« Reply #6 on: January 21, 2008, 07:10:18 AM » |
|
Default settings run at 3-4 fps. With the TVSM occlusion culler it shoots up at 25-40 fps. I say it's a great thing  Ah sorry sorry RaineC, I forgot. Big fat credit goes to RaineC; he gave a solution to problem of making library generic, and optimization for .NET languages.  Just one info: C++ 0.8 version is coming this weekend probably. .NET version will be available from version 1.0 above. Maybe 0.9, I'll see, my free time is limited 
|
|
|
|
|
Logged
|
|
|
|
|
Raine
|
 |
« Reply #7 on: January 21, 2008, 10:04:16 AM » |
|
ahw thank you  you go, tsuro! 
|
|
|
|
|
Logged
|
|
|
|
|
Eric
|
 |
« Reply #8 on: January 21, 2008, 07:39:56 PM » |
|
Top notch work, GD! Thanks 
|
|
|
|
|
Logged
|
|
|
|
xavram
Community Member

Posts: 436
|
 |
« Reply #9 on: January 22, 2008, 03:00:39 PM » |
|
Dang, anything that gives a nice FPS bonus like this would sure be somethign I'd look into using. Very nice work!
|
|
|
|
|
Logged
|
|
|
|
ovek
Community Member

Posts: 383
|
 |
« Reply #10 on: January 22, 2008, 07:29:56 PM » |
|
hey buddy ltns! and good job!
|
|
|
|
|
Logged
|
|
|
|
|
vsleepy
|
 |
« Reply #11 on: January 24, 2008, 03:52:13 AM » |
|
looks looks great, 35->400fps! how are things like windows accounted for?
|
|
|
|
|
Logged
|
|
|
|
Rynus_Rein
Community Member

Posts: 1010
|
 |
« Reply #12 on: January 24, 2008, 04:16:19 AM » |
|
from 12>50, that's some impressive work!
|
|
|
|
|
Logged
|
Rynus Rein Current Project: MapX Live, Society3D
|
|
|
|
Happy
|
 |
« Reply #13 on: January 24, 2008, 05:08:14 AM » |
|
248,256,2 triangles, and running from (choppy) 14-15 to a (smooth) 57-58. this never stop impressing me... I'm running a very cheap 2.7ghz celeron 
|
|
|
|
|
Logged
|
|
|
|
|
GD
|
 |
« Reply #14 on: February 04, 2008, 10:56:41 AM » |
|
I want to inform you that now you can download 0.8 C++ version of the library! Source code of demo you've seen is included. http://www.tvsm.co.ccCheck it out, find bugs, give critics; compliments I do not take... nor feature requests and ideas...  Documentation will follow with new versions (even though usage is simple). For now, check .h files for available functions. Enjoy!
|
|
|
|
|
Logged
|
|
|
|
|
GD
|
 |
« Reply #15 on: February 05, 2008, 07:24:10 AM » |
|
.NET (test 0.6) version is out! It's made "on quick" so it contains only wrapping of TVMesh. FPSs differ very much from C++ for occlusion culling (30% slower), I'll fix it soon.
Again this is just a test version, find me bugs etc.
Enjoy
|
|
|
|
|
Logged
|
|
|
|
|
JohnB
|
 |
« Reply #16 on: February 05, 2008, 11:56:12 AM » |
|
Can't wait to get home and play with this!
Thanks GD!
John B.
|
|
|
|
|
Logged
|
|
|
|
|
Leon_
|
 |
« Reply #17 on: February 05, 2008, 05:52:59 PM » |
|
Hey GD, thank you for the release.
I'm going to play with it the following days. The code is so plug and play!
|
|
|
|
|
Logged
|
|
|
|
|
GD
|
 |
« Reply #18 on: February 09, 2008, 12:26:08 PM » |
|
A .NET dll has been updated to version 0.7! It's still one step behind C++ version, but now I have some free time and I'll work on it. Updated:* added wrapping of TVActor and TVMiniMesh * faster occlusion culling (maybe still not fast enough) * occ cull parameters are now static properties * refreshed intellisense documentation * added functions I cant really remember right now In future I'll concentrate on:* .net library performance with master RaineC * adding mesh LOD (after finding nice polygon reduce algo) * wrapping TVParticleSystem * doing TVMiniMesh collision class. Yes, collision on items... * custom shader params system for using own semantics and stuff including custom light system. maybe. * adding events for those who are too lazy to inherit classes. maybe. * writing few real tutorials. I'm not making documentation since everything is written in intellisense, and library is easy to use. Has anyone tried library by now? Is it any good?  Anyone has any requests?
|
|
|
|
|
Logged
|
|
|
|
|
Zaknafein
|
 |
« Reply #19 on: February 09, 2008, 01:20:03 PM » |
|
I haven't messed with it properly because I'm not working on a TV3D project, but it looks pretty damn excellent. I just tried your C# demo, it's really self-contained, easy to use and occlusion culling triples the framerate! This kind of stuff should be integrated directly in the engine.  One thing I noticed in the C# version, you use methods for FrustumCull/OcclusionCull(), I think a writeonly property with an enum would be more fitting in .NET. But that's just nitpicking.
|
|
|
|
|
Logged
|
|
|
|
|