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 Post subject: New year refactor
PostPosted: 31.12.2009, 13:29 
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Joined: 16.05.2009, 12:43
Posts: 207
Well, its that time again. New Year is almost upon us and unfortunately its come to the point where I have to refactor my codebase a bit.

I've been using SFML for the window because I thought it might offer more in terms of font rendering. Turns out that was mistaken, the font rendering in SFML feels horribly slow. Plus the overhead in terms of SFML state management seems a bit harsh too.

So, I'm going back to using GLFW, which certainly isnt going to be such a big hassle, but its not work anyone would actually WANT to do :)

Yet again, I've got to map the appropraite input events to the appropriate input controller methods. Bah and double bah.

Ah well, at least it will reduce the size of the codebase a fair bit I dare say.

Wish me luck!

BTW: Next year, will show off some mocap based animation stuff. We will also demo some proxemic behaviour prototypes.


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 Post subject: Re: New year refactor
PostPosted: 31.12.2009, 16:22 
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Joined: 21.08.2008, 11:44
Posts: 354
zoombapup wrote:
I've been using SFML for the window because I thought it might offer more in terms of font rendering. Turns out that was mistaken, the font rendering in SFML feels horribly slow.
Hi, unfortunately loading external fonts makes it a bit slower but there is no issue with default arial font. BTW, texts are much more clear and readable in SFML.

Good luck and have a good year :wink:


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 Post subject: Re: New year refactor
PostPosted: 01.01.2010, 21:56 
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Joined: 10.09.2006, 15:52
Posts: 1217
Hehe, good luck with switching to GLFW, that should really not be too hard ;)

Regarding font rendering: our default font rendering is currently stretching the characters so that they cover the same percentage of the screen, independent of the resolution. However, it would be easy to make them "pixel-perfect" (a huger resolution means more text per line can be displayed) and hence a bit crisper as well (no stretching artefacts).

zoombapup wrote:
BTW: Next year, will show off some mocap based animation stuff. We will also demo some proxemic behaviour prototypes.

That sounds great! Do you think you will have a huge amount of frames? Because then some simple animation compression in ColladaConv (frame, channel omission or basic quantization) could make sense.


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 Post subject: Re: New year refactor
PostPosted: 09.01.2010, 22:06 
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Joined: 16.05.2009, 12:43
Posts: 207
Yeah, I think we'll have a fair bit of data. I'm doing some stuff procedurally (gaze) but want to do an overall body movement once the gaze reaches its limits. For instance when the head turns to look at a new person who is behind, you get the head moves first, then the upper body then the torso and lower trunk turn around to plan the feet in the right places.

Then do a bunch of those for different amounts of turn. I guess its a bit like the animation stuff from NBA 08.

Lots to do. I'll take a look at collada conv.

Phil.


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