Someone fixed Open Canvas so it should work with dual screens now:
www.gocaco.com/oC11b72rv1Dual.zip
If you're paranoid about signing, (from http://www.fileformat.info/tool/hash.htm) oC11b72rv1Dual.exe should have:
MD5 62eb3dd2d36df2fe2d089e32bd55cb98
SHA-1 ec54f9d3e9ffb5087643a18d9fbc4a0b0fb16b20
SHA-256 1a4929a032ab7acf895085f3e8b63a68f46d468a8c9e1acd94485875443ba2e4
For those of you with flair,
The problem was GetSystemMetrics() which was being called with:
SM_CXSCREEN = 0
SM_CYSCREEN = 1
Which was changed to:
SM_CXVIRTUALSCREEN = 78
SM_CYVIRTUALSCREEN = 79
Voila, 4 bytes changed and it works with multiple screens! hah.
(6A 00 == push 00, so replace 6A 00 with 6A 4E, and 6A 01 with 6A 4F )
ImaginaryZ's blog
Miscellaneous banter, Useful mathematics, game programming tools and the occasional kink or two.
2014-08-06
2011-11-10
Audio Synthesis from 2D Wave Simulation for Organic Noise Generation
Based on http://www.falstad.com/ripple/
My thought was, since I have a game or three I'm working on that have a interesting menagerie of creatures; I need a way to make the sounds the monster make.
Normally, I find people mixing and splicing sources of sounds together to make monsters, for example, Godzilla's classic roar is simply rubbing a resin-covered leather glove along the loosened strings of a double bass and then slowed down. And a lot of star wars noises are recorded from other things, like cars and animals.
This isn't what I want.
So, I found this nifty ripple tank, and immediately figured "hey, now I can model a synthetic vocal system"
After a bit with the code, I'm attempting to work it out into a non-realtime sound generator; basically performing the ripple simulation above with animations savable and editable so you can "render" a sound.
You would ideally begin by placing "walls" (flesh) around in whatever you think makes sense, usually tubes and baffles, then place some emitters. Place a recording source or a few, and run the simulation. While it is running, you should be able to add/remove walls, which is simulating them moving like a tongue. And you should be able to move the emitters and change their influence, and possibly source data (IE you can record yourself and play it through your system). The output will be greatly distorted and morphed by the complex reflections and interference patterns generated; which is exactly what I want. To get that good monster feel, it'll need different types of emitters and easy wall motion with probably line segments for automated flappings.
Here's a screenshot of my version in action; it needs a LOT of optimization as it's way too slow for my taste. Also, I don't have everything editable yet, I'd like to use png files to define the walls and simulation sizes; which are easy for anyone to edit. Probably have to stick with a text/dxml file for defining listeners since you can have them use wav files and such.
Hopefully I can get something like this in a presentable form, after some testing today I'll see what kinda sounds it currently makes.
The "X" is the listener, the "+" are emitters. Aqua is walls, red is +, green is -. The waveform is shown in the bottom right (on my machine, it scrolled pretty fast). Simulation size is ~ 320x180 cells. It's important to note this is for entirely synthetic creatures, not accurate modeling of real physiology. For making video games or movies, this is great. Not so much good for modeling how a real animal would sound (could try it I guess, the physics don't change)
I bet somebody is doing a thesis on this.
-Z
My thought was, since I have a game or three I'm working on that have a interesting menagerie of creatures; I need a way to make the sounds the monster make.
Normally, I find people mixing and splicing sources of sounds together to make monsters, for example, Godzilla's classic roar is simply rubbing a resin-covered leather glove along the loosened strings of a double bass and then slowed down. And a lot of star wars noises are recorded from other things, like cars and animals.
This isn't what I want.
So, I found this nifty ripple tank, and immediately figured "hey, now I can model a synthetic vocal system"
After a bit with the code, I'm attempting to work it out into a non-realtime sound generator; basically performing the ripple simulation above with animations savable and editable so you can "render" a sound.
You would ideally begin by placing "walls" (flesh) around in whatever you think makes sense, usually tubes and baffles, then place some emitters. Place a recording source or a few, and run the simulation. While it is running, you should be able to add/remove walls, which is simulating them moving like a tongue. And you should be able to move the emitters and change their influence, and possibly source data (IE you can record yourself and play it through your system). The output will be greatly distorted and morphed by the complex reflections and interference patterns generated; which is exactly what I want. To get that good monster feel, it'll need different types of emitters and easy wall motion with probably line segments for automated flappings.
Here's a screenshot of my version in action; it needs a LOT of optimization as it's way too slow for my taste. Also, I don't have everything editable yet, I'd like to use png files to define the walls and simulation sizes; which are easy for anyone to edit. Probably have to stick with a text/dxml file for defining listeners since you can have them use wav files and such.
Hopefully I can get something like this in a presentable form, after some testing today I'll see what kinda sounds it currently makes.
The "X" is the listener, the "+" are emitters. Aqua is walls, red is +, green is -. The waveform is shown in the bottom right (on my machine, it scrolled pretty fast). Simulation size is ~ 320x180 cells. It's important to note this is for entirely synthetic creatures, not accurate modeling of real physiology. For making video games or movies, this is great. Not so much good for modeling how a real animal would sound (could try it I guess, the physics don't change)
I bet somebody is doing a thesis on this.
-Z
2011-05-22
3D Fractals
http://www.youtube.com/user/xlace
http://www.youtube.com/user/bib993
http://www.fractalforums.com/
3D fractals are pretty intimidating. If you don't like this kind of thing, smoke some before you watch it.
Hell, view some in realtime with WebGL: http://fractal.io/
Or make your own: http://www.fractalforums.com/ -> downloads
I made my own, now to explore/video it:
Mandelbulb3Dv1697n:
http://www.youtube.com/user/bib993
http://www.fractalforums.com/
3D fractals are pretty intimidating. If you don't like this kind of thing, smoke some before you watch it.
Hell, view some in realtime with WebGL: http://fractal.io/
Or make your own: http://www.fractalforums.com/ -> downloads
I made my own, now to explore/video it:
Mandelbulb3Dv1697n:
Mandelbulb3Dv16{
O.....Y/...g2...w....26...EJg46XGin..vJShBjn89.k0M/cLoxG1.gEVm30U7O..3gX6fCIlA.k
................................Cr5ZfPIy602........Y./..................y.2.....
................/M.0/....6Eg1...a4....E2.....YxFZmNi/kfD/..........c./...w1.OaNa
z.UaNadD1E..0..........wz........................................y1...sD...../..
.w1...sDKF9UsFVALu17DWNplc8iyYH2DGggRTej9M9tJY2hcuXQvXRVF4FcyktgZtmSYSfDR/hyWOGR
su1nN6r/023dyeKwHkets6ej......oQ3.....................sD..kz....................
..............................M6S4.4WsN.k8Wb/Uo6S4.sXsN.sFWb/.F7S4..............
.....................wzzz1.U..6.P....M4...EB....W....61....F....8/...I1....UJl22
...U.iVFwxDE./ozPM2Tzz7lz16.mc..zXCc.El18XGQeGyDjvIRhrVAkz1............28.kFrA0.
FWb96aAIVzvh1se7Umvxz0........../6U0.wzzz1................................E.0c..
zzzz.................................2U.8.kzzzD.................................
/6U0.wzzz1...................................2CcN/UvNP6.eeWCNq0.yRii.EJJUk1f..XR
S1.mx3CcN/UvNP6.QsLsUa3.ibhV..bTV1OK.sSq40.ly3CcN/UvNP6.MwLsUa3.ibhV.kqTV1OK.sSq
40.kz3CcN/UvNP6...EsUa3.eeWCNq0.IJ36wk8.wyLsUa3.................................
E....A....E.....I....6....kL/pKMuZaPb7oPs/UQ..........................k/......U.
0..................../........zD...................0./........zDaNaNaNaNKz1.....
..cF.1.......E0E........kz1.....................................................
.....................2.....3....8....woMo34OZFaQjtKG4B3.........................
.....MU/4MU/4..................E........kz1........wz.........zD................
.......................UK/2.......cJ./.......O3E................................
................................/....E/...E.....GZKNh3aPi/ERg74.................
........................................U.2.............................kz1.....
................................................................................
............................................}
Labels:
3dfractal
2011-04-27
WebGL - TED Setups
Try it now!
Current test as a local zip:
http://www.gocaco.com/webgl/test1/Test.zip
Current TED exporter:
http://www.gocaco.com/webgl/igtl_export_ted.py
Added some bugfixes for animations;
Added the ability to configure "setups" which can assign positions, rotations, animations to objects in a scene.
Eventually, I'll replace this system with more game-level functionality, as well as update the method data is loaded in favor of "precompiled" models with external texture references. It will take a while to get a Blender 2.57 exporter for this; but I'll keep trying.
First project I need to try is a robotron clone since it doesn't require advanced collisions.
Here is an example use (Farina II rough level), you can correct file export errors with a setup for proper viewing/interacting.
However, it is obvious the terrain shader was not loaded because it isn't exported yet; Nor is the glowing gem in the cage. These are serious problems with the pipeline of data exported from blender, but are fixable. The only question is whether to focus on 2.57b+ or 2.49b-. I'll probably stick with 2.5X.
-Z
Current test as a local zip:
http://www.gocaco.com/webgl/test1/Test.zip
Current TED exporter:
http://www.gocaco.com/webgl/igtl_export_ted.py
Added some bugfixes for animations;
Added the ability to configure "setups" which can assign positions, rotations, animations to objects in a scene.
Eventually, I'll replace this system with more game-level functionality, as well as update the method data is loaded in favor of "precompiled" models with external texture references. It will take a while to get a Blender 2.57 exporter for this; but I'll keep trying.
First project I need to try is a robotron clone since it doesn't require advanced collisions.
Here is an example use (Farina II rough level), you can correct file export errors with a setup for proper viewing/interacting.
However, it is obvious the terrain shader was not loaded because it isn't exported yet; Nor is the glowing gem in the cage. These are serious problems with the pipeline of data exported from blender, but are fixable. The only question is whether to focus on 2.57b+ or 2.49b-. I'll probably stick with 2.5X.
-Z
2011-04-22
Least squares fit a sphere to 3D data
I didn't find this online anywhere, and I had some data I needed a least squares fit with a sphere for.
All you have to do is define:
Error = Sum( |Position[n] - Center|^2 - Radius^2 )
Then define the squared error:
Squared Error = Sum( ( |Position[n] - Center|^2 - Radius^2 )^2 )
And solve the summation using a iterative method (like newtons, below) after pulling out the summation terms.
For example, if you do: Sum( (P.x[n] - Cx)^2 ) You get (after Expand):
Sum( P.x[n]^2 - 2*P.x[n]*Cx + Cx^2 )
And you can then split up the sum:
Sum( P.x[n]^2 ) + Sum( P.x[n] ) * -2*Cx + Cx * Nelements
Note you HAVE to ultimately divide the sums by Nelements
Note that "Center" is A,B,C (3D) and I use Rsq as Radius^2.
This method is not fast, but it converges, and the way the code is written it is independent of dataset size, but you do have to compute a number of sums and products before running the algorithm.
Note this method is used to generate the equations used to compute linear and quadratic fits instantly, given you compute some sums first. I suppose it can be extended to any shape with enough working the mathematics. The next shapes are planes, capsules, maybe torii.
All you have to do is define:
Error = Sum( |Position[n] - Center|^2 - Radius^2 )
Then define the squared error:
Squared Error = Sum( ( |Position[n] - Center|^2 - Radius^2 )^2 )
And solve the summation using a iterative method (like newtons, below) after pulling out the summation terms.
For example, if you do: Sum( (P.x[n] - Cx)^2 ) You get (after Expand):
Sum( P.x[n]^2 - 2*P.x[n]*Cx + Cx^2 )
And you can then split up the sum:
Sum( P.x[n]^2 ) + Sum( P.x[n] ) * -2*Cx + Cx * Nelements
Note you HAVE to ultimately divide the sums by Nelements
Note that "Center" is A,B,C (3D) and I use Rsq as Radius^2.
This method is not fast, but it converges, and the way the code is written it is independent of dataset size, but you do have to compute a number of sums and products before running the algorithm.
Note this method is used to generate the equations used to compute linear and quadratic fits instantly, given you compute some sums first. I suppose it can be extended to any shape with enough working the mathematics. The next shapes are planes, capsules, maybe torii.
//
//Least Squares Fit a sphere A,B,C with radius squared Rsq to 3D data
//
// P is a structure that has been computed with the data earlier.
// P.npoints is the number of elements; the length of X,Y,Z are identical.
// P's members are logically named.
//
// X[n] is the x component of point n
// Y[n] is the y component of point n
// Z[n] is the z component of point n
//
// A is the x coordiante of the sphere
// B is the y coordiante of the sphere
// C is the z coordiante of the sphere
// Rsq is the radius squared of the sphere.
//
//This method should converge; maybe 5-100 iterations or more.
//
double Xn = P.Xsum/P.npoints; //sum( X[n] )
double Xn2 = P.Xsumsq/P.npoints; //sum( X[n]^2 )
double Xn3 = P.Xsumcube/P.npoints; //sum( X[n]^3 )
double Yn = P.Ysum/P.npoints; //sum( Y[n] )
double Yn2 = P.Ysumsq/P.npoints; //sum( Y[n]^2 )
double Yn3 = P.Ysumcube/P.npoints; //sum( Y[n]^3 )
double Zn = P.Zsum/P.npoints; //sum( Z[n] )
double Zn2 = P.Zsumsq/P.npoints; //sum( Z[n]^2 )
double Zn3 = P.Zsumcube/P.npoints; //sum( Z[n]^3 )
double XY = P.XYsum/P.npoints; //sum( X[n] * Y[n] )
double XZ = P.XZsum/P.npoints; //sum( X[n] * Z[n] )
double YZ = P.YZsum/P.npoints; //sum( Y[n] * Z[n] )
double X2Y = P.X2Ysum/P.npoints; //sum( X[n]^2 * Y[n] )
double X2Z = P.X2Zsum/P.npoints; //sum( X[n]^2 * Z[n] )
double Y2X = P.Y2Xsum/P.npoints; //sum( Y[n]^2 * X[n] )
double Y2Z = P.Y2Zsum/P.npoints; //sum( Y[n]^2 * Z[n] )
double Z2X = P.Z2Xsum/P.npoints; //sum( Z[n]^2 * X[n] )
double Z2Y = P.Z2Ysum/P.npoints; //sum( Z[n]^2 * Y[n] )
//Reduction of multiplications
double F0 = Xn2 + Yn2 + Zn2;
double F1 = 0.5*F0;
double F2 = -8.0*(Xn3 + Y2X + Z2X);
double F3 = -8.0*(X2Y + Yn3 + Z2Y);
double F4 = -8.0*(X2Z + Y2Z + Zn3);
//Set initial conditions:
A = Xn;
B = Yn;
C = Zn;
//First iteration computation:
double A2 = A*A;
double B2 = B*B;
double C2 = C*C;
double QS = A2 + B2 + C2;
double QB = - 2*(A*Xn + B*Yn + C*Zn);
//Set initial conditions:
Rsq = F0 + QB + QS;
//First iteration computation:
double Q0 = 0.5*(QS - Rsq);
double Q1 = F1 + Q0;
double Q2 = 8*( QS - Rsq + QB + F0 );
double aA,aB,aC,nA,nB,nC,dA,dB,dC;
//Iterate N times, ignore stop condition.
int n = 0;
while( n != N ){
n++;
//Compute denominator:
aA = Q2 + 16*(A2 - 2*A*Xn + Xn2);
aB = Q2 + 16*(B2 - 2*B*Yn + Yn2);
aC = Q2 + 16*(C2 - 2*C*Zn + Zn2);
aA = (aA == 0) ? 1.0 : aA;
aB = (aB == 0) ? 1.0 : aB;
aC = (aC == 0) ? 1.0 : aC;
//Compute next iteration
nA = A - ((F2 + 16*( B*XY + C*XZ + Xn*(-A2 - Q0) + A*(Xn2 + Q1 - C*Zn - B*Yn) ) )/aA);
nB = B - ((F3 + 16*( A*XY + C*YZ + Yn*(-B2 - Q0) + B*(Yn2 + Q1 - A*Xn - C*Zn) ) )/aB);
nC = C - ((F4 + 16*( A*XZ + B*YZ + Zn*(-C2 - Q0) + C*(Zn2 + Q1 - A*Xn - B*Yn) ) )/aC);
//Check for stop condition
dA = (nA - A);
dB = (nB - B);
dC = (nC - C);
if( (dA*dA + dB*dB + dC*dC) <= Nstop ){ break; }
//Compute next iteration's values
A = nA;
B = nB;
C = nC;
A2 = A*A;
B2 = B*B;
C2 = C*C;
QS = A2 + B2 + C2;
QB = - 2*(A*Xn + B*Yn + C*Zn);
Rsq = F0 + QB + QS;
Q0 = 0.5*(QS - Rsq);
Q1 = F1 + Q0;
Q2 = 8*( QS - Rsq + QB + F0 );
}
Labels:
algorithm,
code,
math,
statistics
2011-04-16
WebGL - Preview local TED files
Try it now!
Current test as a local zip:
http://www.gocaco.com/webgl/test1/Test.zip
Current TED exporter:
http://www.gocaco.com/webgl/igtl_export_ted.py
If you have any local files, you can now browse for and load them.
You can also drag them over into the 3D area, and it will load them automagically.
Some interesting notes about this.
Security wise, I would rather have a notification come up if a javascript script was attempting to "read" any local files. I DO want this to occur, but let me either block ALL of them, or choose as they are requested to be loaded.Firefox understands this, but I cannot find it's setting to make it warn you when a script reads a local file. Apparently the act of dragging and dropping or using the file open dialog is confirmation enough, and that's OK.
Chrome however, is dumb, and will not read any local files unless you add the additional command like switch "--allow-file-access-from-files" switch to it. DO NOT DO THIS if you are online, only do this while developing or playing locally. Because chrome is kinda insecure like that, might as well not use it until they fix this extremely annoying bug. Get Chromium instead.
Examples of chrome stupidness: "There is nothing Gmail can do to defend itself from this attack." "In the future, we hope to further restrict the privileges of local web pages." "Ultimately, we'd like to see all the browser vendors converge on a uniform, secure policy for local web pages." Seriously? Are these dumbassess tripping? Give us control of some of those flags, and then configure the flags to make your "security" work. Don't generalize and call that good, that's what mac does and why it is so much fail. Give control to advanced uses, set the defaults for your pseudosecurity model, everyone wins. Like firefox.
The option for "Only allow local access with user permission" would be nice, and it could pop up a modal dialogue with timing/input security. Not failproof (did you know you can write code to make fake human input? lol ur h4xed), but it's better than a blanket policy.
An old BomberFan level, made for BGE. Since it was an old blender, blender materials were ignored in favor of face textures, which is why nothing looks right.
-Z
Current test as a local zip:
http://www.gocaco.com/webgl/test1/Test.zip
Current TED exporter:
http://www.gocaco.com/webgl/igtl_export_ted.py
If you have any local files, you can now browse for and load them.
You can also drag them over into the 3D area, and it will load them automagically.
Some interesting notes about this.
Security wise, I would rather have a notification come up if a javascript script was attempting to "read" any local files. I DO want this to occur, but let me either block ALL of them, or choose as they are requested to be loaded.Firefox understands this, but I cannot find it's setting to make it warn you when a script reads a local file. Apparently the act of dragging and dropping or using the file open dialog is confirmation enough, and that's OK.
Chrome however, is dumb, and will not read any local files unless you add the additional command like switch "--allow-file-access-from-files" switch to it. DO NOT DO THIS if you are online, only do this while developing or playing locally. Because chrome is kinda insecure like that, might as well not use it until they fix this extremely annoying bug. Get Chromium instead.
Examples of chrome stupidness: "There is nothing Gmail can do to defend itself from this attack." "In the future, we hope to further restrict the privileges of local web pages." "Ultimately, we'd like to see all the browser vendors converge on a uniform, secure policy for local web pages." Seriously? Are these dumbassess tripping? Give us control of some of those flags, and then configure the flags to make your "security" work. Don't generalize and call that good, that's what mac does and why it is so much fail. Give control to advanced uses, set the defaults for your pseudosecurity model, everyone wins. Like firefox.
The option for "Only allow local access with user permission" would be nice, and it could pop up a modal dialogue with timing/input security. Not failproof (did you know you can write code to make fake human input? lol ur h4xed), but it's better than a blanket policy.
An old BomberFan level, made for BGE. Since it was an old blender, blender materials were ignored in favor of face textures, which is why nothing looks right.
-Z
Labels:
webgl
2011-04-11
WebGL - I hate chrome
Try out webgl: (you should click the "load" button, and see "Blender", a blue sphere, a red pyramid, in a room.)
Try it now!
Current test as a local zip:
http://www.gocaco.com/webgl/test1/Test.zip
Current TED exporter:
http://www.gocaco.com/webgl/igtl_export_ted.py
I attempted to test it on Chrome, and after instantly hating chrome, which is severely lacking in features, performance, and stability (as advertised. huh.); It's also missing most all my usual tools that are cleanly implemented in firefox. Chrome is no competition, minus it's nifty threading of scripts. Seems like good ole' google is becoming exactly like microsoft, pointing to the ultimate downfall of all software based empires. It's simply evolutionary that we continually kill off good products with lawsuits, antitrust and other money sucking schemes which hurts everyone because they then have to side with more evil tactics (like online installation, automatic updates, spyware, ads, ect...) just to survive. So long as money is required for software, this will occur.
Anyways, to get chrome to even work, I had to add these three lines to the command console, which I highly recommend NOT adding the last one, the "--allow-file-access-from-files" because that one should only be true for offline files.
"--ignore-gpu-blacklist --enable-webgl --allow-file-access-from-files"
Interesting note, firefox understands that a local file has a local domain of "./" and can pull things from it. It has no problem. Chrome says this is a cross domain error, when it clearly pulled the file from "./" and then decides it's cross domain because it has a "file://" prefix? No sense there. How about asking me you stupid %@(& browser? And I'll say "get as pure text only." and I'll force a MIME type of text/xml. Then everyone wins right?
Ugh. whatever. Fuck chrome. Though, I suppose getting firefox to use webgl is hard too.
-Z
Try it now!
Current test as a local zip:
http://www.gocaco.com/webgl/test1/Test.zip
Current TED exporter:
http://www.gocaco.com/webgl/igtl_export_ted.py
I attempted to test it on Chrome, and after instantly hating chrome, which is severely lacking in features, performance, and stability (as advertised. huh.); It's also missing most all my usual tools that are cleanly implemented in firefox. Chrome is no competition, minus it's nifty threading of scripts. Seems like good ole' google is becoming exactly like microsoft, pointing to the ultimate downfall of all software based empires. It's simply evolutionary that we continually kill off good products with lawsuits, antitrust and other money sucking schemes which hurts everyone because they then have to side with more evil tactics (like online installation, automatic updates, spyware, ads, ect...) just to survive. So long as money is required for software, this will occur.
Anyways, to get chrome to even work, I had to add these three lines to the command console, which I highly recommend NOT adding the last one, the "--allow-file-access-from-files" because that one should only be true for offline files.
"--ignore-gpu-blacklist --enable-webgl --allow-file-access-from-files"
Interesting note, firefox understands that a local file has a local domain of "./" and can pull things from it. It has no problem. Chrome says this is a cross domain error, when it clearly pulled the file from "./" and then decides it's cross domain because it has a "file://" prefix? No sense there. How about asking me you stupid %@(& browser? And I'll say "get as pure text only." and I'll force a MIME type of text/xml. Then everyone wins right?
Ugh. whatever. Fuck chrome. Though, I suppose getting firefox to use webgl is hard too.
-Z
2011-04-10
WebGL - TED DXML importer animation test
Animations and animation playback added. Posing is better, glitch with animation frame fixed, Objects retain independent armature state, small speedup.
Current Test:
Test it right now!
http://www.gocaco.com/webgl/test1/Test.zip
Current Exporter:
http://www.gocaco.com/webgl/igtl_export_ted.py
This pretty much has everything that's in a TED file, which, for your reference, contains:
Mesh data (coords, texcoords, normals, tangents, matrix palette weights, colors, params)
Textures (including texture data if you want)
Materials (some parameters, illy defined for now.)
Armatures (Includes bones, IK chains, armature splines, lots of data)
Animations (Includes channel blending animations, so channels are seperate and integrated. Includes scripts.)
Scenes (all objects and their properties)
Though there are still more things, this is the basics to get started cleaning this mess up and making it easier to work with. I don;t need the BGE if I can load this stuff into WebGL. That's what's really nice.
Although, it has some really painful disadvantages, mainly input problems, no joystick support, bad keyboard input events, no locking the mouse so no FPS possible... and so on.
Here's 9 marios independently running (bad running animation, I know. took me a minute ok??)
And 25 marios...
Most of the speed is CPU <-> GPU delays. Just remember that 1 gpu "talk" takes 6~100's of CPU cycles because of the bus communication. So, this is a "absolute worse case" naive way to do this, and I still get 15 FPS with 100k fully shaded armatured polygons. As a side note, an average frame of Oblivion as ~200k polygons, but most all of them were static (75% static to 25% dynamic).
-Z
Current Test:
Test it right now!
http://www.gocaco.com/webgl/test1/Test.zip
Current Exporter:
http://www.gocaco.com/webgl/igtl_export_ted.py
This pretty much has everything that's in a TED file, which, for your reference, contains:
Mesh data (coords, texcoords, normals, tangents, matrix palette weights, colors, params)
Textures (including texture data if you want)
Materials (some parameters, illy defined for now.)
Armatures (Includes bones, IK chains, armature splines, lots of data)
Animations (Includes channel blending animations, so channels are seperate and integrated. Includes scripts.)
Scenes (all objects and their properties)
Though there are still more things, this is the basics to get started cleaning this mess up and making it easier to work with. I don;t need the BGE if I can load this stuff into WebGL. That's what's really nice.
Although, it has some really painful disadvantages, mainly input problems, no joystick support, bad keyboard input events, no locking the mouse so no FPS possible... and so on.
Here's 9 marios independently running (bad running animation, I know. took me a minute ok??)
And 25 marios...
Most of the speed is CPU <-> GPU delays. Just remember that 1 gpu "talk" takes 6~100's of CPU cycles because of the bus communication. So, this is a "absolute worse case" naive way to do this, and I still get 15 FPS with 100k fully shaded armatured polygons. As a side note, an average frame of Oblivion as ~200k polygons, but most all of them were static (75% static to 25% dynamic).
-Z
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