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Revenitor 3D World Studio - In 6 months time!

category: general [glöplog]
Methinks generating textures hogs memory and saves diskspace. Not exactly a solution for "shortage on memory" eh? :)
(Unless the textures are generated on-the-fly, like the PS2.0 test in the latest 3DMark)
added on the 2004-02-12 15:44:52 by Gargaj Gargaj
Gargaj, it hogs memory only if you cannot reuse them for alot of stuff in realtime.

So, lets count nr of landscape engines with realtime generated textures, tho might not be from scratch, but its not rarely you blend tiles and generate effects on them in realtime for each "tile".

Plek, uhm ?
added on the 2004-02-12 19:05:20 by Hatikvah Hatikvah
plek meant to say that you are a funny, funny man with funny ideas.
added on the 2004-02-12 19:33:40 by Shifter Shifter
Thanks! But, then again, Iam not the guy who had the original idea of this..
added on the 2004-02-12 19:44:23 by Hatikvah Hatikvah
i have a free student version of visual studio 2003 :-)
and i have a free nasm :)
and can compile fuckin' windows executables even without a linker:
nasm -f bin source.asm -o target.exe
:))
added on the 2004-02-12 20:43:19 by blala blala
And you're probably the king of efficiency, with your all free assembler! :)
added on the 2004-02-13 01:46:24 by superplek superplek
'He said "oh, no! the major groups are so high that we cannot reasonably catch up!"'

He must have been thinking of tpolm. :P
added on the 2004-02-13 02:18:15 by thorsten thorsten
or certain members of mainloop :P
or minimalanimal
added on the 2004-02-13 09:10:14 by Jcl Jcl
splek: of course :)
added on the 2004-02-13 13:53:49 by blala blala
Gargaj: what makes texture-generation "hog up" memory?
added on the 2004-02-13 14:38:00 by kusma kusma
I didn't necessarily mean "hog" as such, obviously proper memory management avoids that, but in most cases it still uses more than just loading it from disk :)
added on the 2004-02-13 14:40:39 by Gargaj Gargaj
Loading from disk is not something you can do each frame, however, generating textures (tiling/stitching whatever) is something you can do.. Guess what the framerate would be if you where reading from an optic mediasourec each frame?
added on the 2004-02-13 15:04:21 by Hatikvah Hatikvah
Wait wait wait, that's not what I meant under "loading" and "generating", obviously quick hacking like adding dirtspots or stuff like that is better when done in the memory, involving no disk. But when I meant "generating" is what the demoscene traditionally means by "texture generation" i.e. creating from scratch.
added on the 2004-02-13 15:20:24 by Gargaj Gargaj
Well, none of the intros who had nice textures has generated from scratch.
added on the 2004-02-13 17:12:06 by Hatikvah Hatikvah
what´s your definition of "from scratch" then?
added on the 2004-02-13 17:33:37 by fiver fiver
no bitmaps :)
added on the 2004-02-13 17:54:53 by Hatikvah Hatikvah
well, maybe you don't count any of our intros as having nice textures, but none of them uses any bitmaps or other content stored in the executable.
added on the 2004-02-13 18:14:09 by ryg ryg
(with the exception of animation splines and josie in candytron, of course :)
added on the 2004-02-13 18:15:57 by ryg ryg
bitmaps? i take that as a personal insult ;)
added on the 2004-02-13 18:46:14 by fiver fiver
ryg: generative music? cool, I thought you guys just generated the sound from a midi file. :P
added on the 2004-02-13 19:00:26 by thorsten thorsten
(how's that for taking words out of context? :)
added on the 2004-02-13 19:01:35 by thorsten thorsten
ryg: the product has okayish textures, indeed, tho very repeating.

And it does look like you have some kindof 1bpp layers somewhere in between those layers in some textures on TP textures.. Maybe not? Still, if you wouldve used it on some of the textures, maybe they wouldnt have had to have the same rect patterns ;-)
added on the 2004-02-13 19:38:57 by Hatikvah Hatikvah
Stefan knows more about FR intros than FR themselves!

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