Horde3D

Next-Generation Graphics Engine
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PostPosted: 18.08.2016, 11:18 
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Joined: 18.08.2016, 07:28
Posts: 3
Are 100 models use joint nodes independently ? and update independently?
Why it run so quickly even it update independently?
How to use one copy of joints to make each model different pose?
http://developer.download.nvidia.com/SD ... ePaper.pdf
How to implement 10000 models on screen ?


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PostPosted: 20.08.2016, 16:33 
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Joined: 17.11.2009, 17:00
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Location: Russia, Moscow
Judging by the paper, this technique uses instancing and uploads animation data to texture. Currently this is not supported by horde. Instancing will likely be supported in the next engine version.


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PostPosted: 20.08.2016, 17:23 
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Joined: 18.08.2016, 07:28
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Why horde3d can render 100 animated models without instance ?


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PostPosted: 20.08.2016, 17:31 
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Joined: 18.08.2016, 07:28
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If each instance have a joint tree, 100 models will be 100 joint trees. I'm curious about how it
update 100 trees such fast !!


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PostPosted: 29.08.2016, 17:01 
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Joined: 17.11.2009, 17:00
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Yes, each horde model has a separate list of joints, so 100 joint arrays for 100 models. But, if you look at the model xml file, you'll see that there is only about 20 bones in each model. Nowadays, in AAA games there are about 300-1000 bones per character.


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