User Tools

Site Tools


gamedev:lod

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
gamedev:lod [2012/12/03 16:30] dragonlordgamedev:lod [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord
Line 1: Line 1:
 +{{tag>graphic lod optimization blender export}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> **LOD System**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> **LOD System**
 </WRAP> </WRAP>
  
Line 9: Line 10:
  
 LOD versions of models are directly stored in the model itself and thus directly stored in the model files themselves. This has been chosen to keep files organized. LOD meshes and their base mesh are so closely linked separating them produces a lot of extra synchronization and management code that just doesn't justify splitting them apart. Storing the LOD meshes alongside the base mesh in the model allows all meshes to use the same bones and textures. **Animatable objects** can thus be lodded the exact same way as any other model. The number of LOD meshes in a model is **not limited**. You can use as many as you see fit to reduce the polygon count gradually to the utmost minimum. You are also not forced to just remove individual vertices only from the base mesh to the LOD mesh as some game engines require. The LOD meshes are **totally free concerning the number and placement of vertices and faces** connecting them. compared to each other. It is only important to keep the **surface points close to each other** since the proposed LOD metric works best in this case. LOD versions of models are directly stored in the model itself and thus directly stored in the model files themselves. This has been chosen to keep files organized. LOD meshes and their base mesh are so closely linked separating them produces a lot of extra synchronization and management code that just doesn't justify splitting them apart. Storing the LOD meshes alongside the base mesh in the model allows all meshes to use the same bones and textures. **Animatable objects** can thus be lodded the exact same way as any other model. The number of LOD meshes in a model is **not limited**. You can use as many as you see fit to reduce the polygon count gradually to the utmost minimum. You are also not forced to just remove individual vertices only from the base mesh to the LOD mesh as some game engines require. The LOD meshes are **totally free concerning the number and placement of vertices and faces** connecting them. compared to each other. It is only important to keep the **surface points close to each other** since the proposed LOD metric works best in this case.
 +
 +<WRAP center round tip 80%>
 +LOD meshes work perfectly together with **[[gamedev:renderables|dynamic textures]]** and texture replacement techniques. Replacing textures is fully transparent towards LOD meshes and adding, removing or changing LOD meshes is fully transparent towards texture replacement techniques.
 +</WRAP>
  
 ====== LOD Metric ====== ====== LOD Metric ======
Line 21: Line 26:
 ====== Blender3D Export Scripts ====== ====== Blender3D Export Scripts ======
 <WRAP box right :en 310px> <WRAP box right :en 310px>
-{{ :gamedev:blender3d:images:props_lodmesh.png |Blender Script Object Props LODMesh}}+{{ :gamedev:blender3d:props_lodmesh.png |Blender Script Object Props LODMesh}}
 <WRAP centeralign>Blender Script Object Props LODMesh</WRAP> <WRAP centeralign>Blender Script Object Props LODMesh</WRAP>
 </WRAP> </WRAP>
Line 33: Line 38:
  
 <WRAP box right :en 310px> <WRAP box right :en 310px>
-{{ :gamedev:blender3d:images:tools_loderror.png |Blender Script LOD Error Tool}}+{{ :gamedev:blender3d:tools_loderror.png |Blender Script LOD Error Tool}}
 <WRAP centeralign>Blender Script LOD Error Tool</WRAP> <WRAP centeralign>Blender Script LOD Error Tool</WRAP>
 </WRAP> </WRAP>
Line 45: Line 50:
 <WRAP column 45%> <WRAP column 45%>
 <WRAP center box 450px> <WRAP center box 450px>
-{{ :gamedev:images:lod_system.png |LOD meshes of a tree grate}}+{{ :gamedev:lod_system.png |LOD meshes of a tree grate}}
 <WRAP centeralign>LOD meshes of a tree grate. At LOD-1 the reduction is already to 22% while on LOD-2 even down to 4%. This is an example of aggressive LODing removing entire geometry sections barely visible at a distance.</WRAP> <WRAP centeralign>LOD meshes of a tree grate. At LOD-1 the reduction is already to 22% while on LOD-2 even down to 4%. This is an example of aggressive LODing removing entire geometry sections barely visible at a distance.</WRAP>
 </WRAP> </WRAP>
Line 52: Line 57:
 <WRAP column 45%> <WRAP column 45%>
 <WRAP center box 450px> <WRAP center box 450px>
-{{ :gamedev:images:lod_system2.png |LOD meshes of a power plug}}+{{ :gamedev:lod_system2.png |LOD meshes of a power plug}}
 <WRAP centeralign>LOD meshes of a power plug. The reduction here is less heavy. This is the typical example of LODing reducing model complexity without removing entire geometry sections. Both is possible in the Drag[en]gine.</WRAP> <WRAP centeralign>LOD meshes of a power plug. The reduction here is less heavy. This is the typical example of LODing reducing model complexity without removing entire geometry sections. Both is possible in the Drag[en]gine.</WRAP>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
 +<WRAP clear></WRAP>
  
gamedev/lod.1354552228.txt.gz · Last modified: 2012/12/03 16:30 by dragonlord