Difference between revisions of "User:Luomu"
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* There is no good way to define parameters for certain triangles (geomflags in LMR). The main use case is to mark landing pads, this will be doable with a named node. | * There is no good way to define parameters for certain triangles (geomflags in LMR). The main use case is to mark landing pads, this will be doable with a named node. | ||
* etc | * etc | ||
| + | |||
| + | === Graph dump === | ||
| + | |||
| + | Below, an actual model test_meteor (two LODs, animated landing gear, several ship thrusters) | ||
| + | |||
| + | Group - test_meteor | ||
| + | LOD | ||
| + | Group - 10 | ||
| + | MatrixTransform - Scene | ||
| + | MatrixTransform - Meteor_Low | ||
| + | StaticGeometry - Meteor_Low_mesh | ||
| + | Group - 1000 | ||
| + | Group | ||
| + | MatrixTransform - Scene | ||
| + | MatrixTransform - Meteor_Hi | ||
| + | StaticGeometry - Meteor_Hi_mesh | ||
| + | MatrixTransform | ||
| + | Thruster - thruster_linear_rear_001 | ||
| + | MatrixTransform | ||
| + | Thruster - thruster_right_001 | ||
| + | MatrixTransform | ||
| + | Thruster - thruster_top_001 | ||
| + | MatrixTransform | ||
| + | Thruster - thruster_right_000 | ||
| + | MatrixTransform | ||
| + | Thruster - thruster_left_001 | ||
| + | MatrixTransform | ||
| + | Thruster - thruster_left_002 | ||
| + | MatrixTransform | ||
| + | Thruster - thruster_linear_rear_000 | ||
| + | MatrixTransform | ||
| + | Thruster - thruster_top_000 | ||
| + | MatrixTransform | ||
| + | Thruster - thruster_wing_001 | ||
| + | MatrixTransform | ||
| + | Thruster - thruster_wing_000 | ||
| + | MatrixTransform | ||
| + | Thruster - thruster_wing_002 | ||
| + | MatrixTransform - decal_01 | ||
| + | StaticGeometry - decal_01_mesh | ||
| + | Group | ||
| + | MatrixTransform - Root | ||
| + | MatrixTransform - LandingGear | ||
| + | StaticGeometry - LandingGear_mesh | ||
| + | MatrixTransform - tag_gun_left | ||
| + | MatrixTransform - tag_gun_right | ||
| + | |||
| + | Optimization potential: unanimated geometry should be pre-translated at loading phase to get rid of some MatrixTransforms. | ||
| + | |||
| + | Question: you might notice tag_gun_left and right are attached to the model root node. They have been pre-transformed to make the positions absolute. It's done this way since if a tag is defined on each LOD it can practically have several positions. This is a bit stupid since now they are outside of the LOD node. Should tags be kept in their original locations in the structure (then model->FindTag will potentially return more than one)? | ||
Revision as of 04:20, 15 December 2012
.plan
Hello! I do things for Pioneer. Not as much as I would like to.
You may catch me at:
- github.com/Luomu
- irc: kko_
Scratchpad
New systems that need to be developed
Lots of them :)
- Model cache system so geometry is converted only once
- Lua API
- System to handle attachments
- Tag points may be rotated in code to implement target tracking guns
- System to handle spaceship logos, station advertisements and shipyard UI to customize your ship
- It should be possible to add ship insignia by dropping a .png in your user folder, without saves breaking if you later remove that .png
- UI to paint your ship and a system to give faction-appropriate colour schemes to NPC ships
- Building sets
- Update collision system to handle animation (just updating BB should be enough)
- Separate space station docking scripts from the old models
- There is no good way to define parameters for certain triangles (geomflags in LMR). The main use case is to mark landing pads, this will be doable with a named node.
- etc
Graph dump
Below, an actual model test_meteor (two LODs, animated landing gear, several ship thrusters)
Group - test_meteor
LOD
Group - 10
MatrixTransform - Scene
MatrixTransform - Meteor_Low
StaticGeometry - Meteor_Low_mesh
Group - 1000
Group
MatrixTransform - Scene
MatrixTransform - Meteor_Hi
StaticGeometry - Meteor_Hi_mesh
MatrixTransform
Thruster - thruster_linear_rear_001
MatrixTransform
Thruster - thruster_right_001
MatrixTransform
Thruster - thruster_top_001
MatrixTransform
Thruster - thruster_right_000
MatrixTransform
Thruster - thruster_left_001
MatrixTransform
Thruster - thruster_left_002
MatrixTransform
Thruster - thruster_linear_rear_000
MatrixTransform
Thruster - thruster_top_000
MatrixTransform
Thruster - thruster_wing_001
MatrixTransform
Thruster - thruster_wing_000
MatrixTransform
Thruster - thruster_wing_002
MatrixTransform - decal_01
StaticGeometry - decal_01_mesh
Group
MatrixTransform - Root
MatrixTransform - LandingGear
StaticGeometry - LandingGear_mesh
MatrixTransform - tag_gun_left
MatrixTransform - tag_gun_right
Optimization potential: unanimated geometry should be pre-translated at loading phase to get rid of some MatrixTransforms.
Question: you might notice tag_gun_left and right are attached to the model root node. They have been pre-transformed to make the positions absolute. It's done this way since if a tag is defined on each LOD it can practically have several positions. This is a bit stupid since now they are outside of the LOD node. Should tags be kept in their original locations in the structure (then model->FindTag will potentially return more than one)?