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gamedev:propfields [2009/04/17 00:22] – created dragonlord | gamedev:propfields [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord | ||
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- | ====== Spam Props with Prop Fields | + | {{tag> |
+ | <WRAP youarehere> | ||
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Large outdoor sceneries are no more uncommon in games. Rich outdoor sceneries though require a lot of smaller plants and props laying around on the ground interacting with wind and actors walking through to be believable and up to a standard level of graphic details players grew accustomed to. Placing large numbers of props though using Components is very slow since they are rather heavy weight. In addition such scenery props are usually redundant which means that they are not required for the game mechanics to work but are there only to enrich the player experience. Especially players with weaker computers wish to reduce the complexity of such background scenery elements to improve framerate since after all the game play is important. To cater for all these goals the Drag[en]gine supports so called "Prop Fields" | Large outdoor sceneries are no more uncommon in games. Rich outdoor sceneries though require a lot of smaller plants and props laying around on the ground interacting with wind and actors walking through to be believable and up to a standard level of graphic details players grew accustomed to. Placing large numbers of props though using Components is very slow since they are rather heavy weight. In addition such scenery props are usually redundant which means that they are not required for the game mechanics to work but are there only to enrich the player experience. Especially players with weaker computers wish to reduce the complexity of such background scenery elements to improve framerate since after all the game play is important. To cater for all these goals the Drag[en]gine supports so called "Prop Fields" | ||
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====== Physics ====== | ====== Physics ====== | ||
The physics module also obeys to the commands of the graphic module in this situation but has its own means to control performance. For each prop field a set of **Bending States** are maintained. These bending states are created by the physics module depending on how accurate it can or wants to simulate the physical interactions of prop fields with force fields or other world elements getting in contact. Each instance is assigned to a bending state. Therefore usually a group of instances is controlled by the same bending state which improves performance. Once set up the physics module drives the bending states which in turn then are used by the graphic module to render the instances. | The physics module also obeys to the commands of the graphic module in this situation but has its own means to control performance. For each prop field a set of **Bending States** are maintained. These bending states are created by the physics module depending on how accurate it can or wants to simulate the physical interactions of prop fields with force fields or other world elements getting in contact. Each instance is assigned to a bending state. Therefore usually a group of instances is controlled by the same bending state which improves performance. Once set up the physics module drives the bending states which in turn then are used by the graphic module to render the instances. | ||
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- | ====== Links ====== | ||
- | * [[gamedev: | ||
- | * [[: |