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	<title>Comments on: Ideas for Scene Graph Optimisation</title>
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	<link>http://www.adamfrisby.com/blog/2008/08/ideas-for-scene-graph-optimisation/</link>
	<description>ZOMGWTFHAI</description>
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		<title>By: Virtual</title>
		<link>http://www.adamfrisby.com/blog/2008/08/ideas-for-scene-graph-optimisation/comment-page-1/#comment-54</link>
		<dc:creator>Virtual</dc:creator>
		<pubDate>Wed, 06 Aug 2008 23:06:34 +0000</pubDate>
		<guid isPermaLink="false">http://gwala.net/blog/?p=32#comment-54</guid>
		<description>When you speak about handling textures better, SL seems to be handling textures and the way it displays them in a different way compared to normal video games. I noticed that regular games seem to be using very small textures to cover large surfaces in games where the quality of the texture still remains sharp and detailed.
If you would try to cover a similar surface in SL with the same texture size it would have a blur look and would be very unsharp. On most objects it&#039;s out of the question to use 32 by 32 or 128x128 textures. Of course it would be smarter to use these as everything would load a lot faster but SL seems to demand for usage of 512x512 in many cases or even higher.

This is unless you can come up with something similar what games or using or maybe regular games show these smaller texture sizes in a better quality because they are baked on real 3D models.

When you look at these factors there is need for a more professional approach in tools, options, technology and techniques. When you put these together I&#039;m sure they will help to solve bandwidth usage and increase general load times for sims.

On the other hand, what would also be a big step and improvement for the current sim infrastructre would be the draw distance for prims and objects. The current model seems to only load prims within a certain range of your avatar. Ofthen they only start to load when you enter a particular sim. So things like far view distance, admiring landscapes  etc.... is currently out of the question. The only thing you can admire from a distance is bare land. It would be nice to see a change, even if it was only grass and trees that would load from a distance, it would certainly makes things more realistic. There is a lot to work on to further build out Opensim as a platform.

Things like shaders, improved particle effects, meshes, seamless crossing of regions.
Maybe game oriented scripting languages like Lua, in world terrain painting, a robust terrain generation module which allows terraforming, terrain texturing and painting.

There are very talented people in SL but they can only squeeze something out of a prim what the prim allows them. So there is a need for better techniques and tools. Lego land is lego land, it&#039;s not the standard for a virtual world.</description>
		<content:encoded><![CDATA[<p>When you speak about handling textures better, SL seems to be handling textures and the way it displays them in a different way compared to normal video games. I noticed that regular games seem to be using very small textures to cover large surfaces in games where the quality of the texture still remains sharp and detailed.<br />
If you would try to cover a similar surface in SL with the same texture size it would have a blur look and would be very unsharp. On most objects it&#8217;s out of the question to use 32 by 32 or 128&#215;128 textures. Of course it would be smarter to use these as everything would load a lot faster but SL seems to demand for usage of 512&#215;512 in many cases or even higher.</p>
<p>This is unless you can come up with something similar what games or using or maybe regular games show these smaller texture sizes in a better quality because they are baked on real 3D models.</p>
<p>When you look at these factors there is need for a more professional approach in tools, options, technology and techniques. When you put these together I&#8217;m sure they will help to solve bandwidth usage and increase general load times for sims.</p>
<p>On the other hand, what would also be a big step and improvement for the current sim infrastructre would be the draw distance for prims and objects. The current model seems to only load prims within a certain range of your avatar. Ofthen they only start to load when you enter a particular sim. So things like far view distance, admiring landscapes  etc&#8230;. is currently out of the question. The only thing you can admire from a distance is bare land. It would be nice to see a change, even if it was only grass and trees that would load from a distance, it would certainly makes things more realistic. There is a lot to work on to further build out Opensim as a platform.</p>
<p>Things like shaders, improved particle effects, meshes, seamless crossing of regions.<br />
Maybe game oriented scripting languages like Lua, in world terrain painting, a robust terrain generation module which allows terraforming, terrain texturing and painting.</p>
<p>There are very talented people in SL but they can only squeeze something out of a prim what the prim allows them. So there is a need for better techniques and tools. Lego land is lego land, it&#8217;s not the standard for a virtual world.</p>
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		<title>By: Tormented Twilight</title>
		<link>http://www.adamfrisby.com/blog/2008/08/ideas-for-scene-graph-optimisation/comment-page-1/#comment-48</link>
		<dc:creator>Tormented Twilight</dc:creator>
		<pubDate>Wed, 06 Aug 2008 20:42:06 +0000</pubDate>
		<guid isPermaLink="false">http://gwala.net/blog/?p=32#comment-48</guid>
		<description>Wow! You&#039;re alive and busy it looks like! ^_^

Some good stuff there. I saw you mentioning boolean operators a bit further down, as someone who had been using PovRay/3DMax and several other programs long before I booted up SL booleans are something I&#039;ve been begging for in Second Life since I first installed it, started building, then was like, &quot;Uh...hey, um...where&#039;s the boolean operators?&quot; Most people were like &quot;What? Boolean whatamahjiggers?&quot; Then I cried. T_T</description>
		<content:encoded><![CDATA[<p>Wow! You&#8217;re alive and busy it looks like! ^_^</p>
<p>Some good stuff there. I saw you mentioning boolean operators a bit further down, as someone who had been using PovRay/3DMax and several other programs long before I booted up SL booleans are something I&#8217;ve been begging for in Second Life since I first installed it, started building, then was like, &#8220;Uh&#8230;hey, um&#8230;where&#8217;s the boolean operators?&#8221; Most people were like &#8220;What? Boolean whatamahjiggers?&#8221; Then I cried. T_T</p>
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