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Ok, some more info:
1. An exe will be released when I update my webpage, which will be moving soon (to where, I don't know). Also to be released is my cloth demo. The skybox demo is already available (nothing fancy).
2. I use a _version_ of marching cubes, not the real thing. Yes, I realize that it reduces to 14 cases, but since I have a single array to store all the field strength info, I just walk the array with three nested for loops and use the counters for those for loops as xyz values. Why? Because the xyz values are stored IMPLICITLY, meaning that each struct for field strength data is is 3 floats smaller and (I hoped) that the smaller steps through ram would mean faster access. HOWEVER, because they are stored implicitely it means that transforming the coordinates is a little more complicated. to be truthful, I haven't put a hell of a lot of thought into how to reduce it to 14 cases, that isn't a priority because rendering isn't the bottleneck.
3. I get about 6 FPS when I run the grid at a resolution of 64^3, that number triples when I render without recalculating (hence the 16 FPS you see in the bottom right image). Normally when I turn on DLOD it runs at about 31^3, unpaused and 100 FPS, paused.
4. I have since completed the multitexturing/alphatexturing and the collision detection, without octtrees. I will be adding octtrees anyways for the VSD used when "walking" on the surface of the metaball.
Kuenen - thanks for the links, my normals were _ok_, but not great.
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