New method of 3D data storage
Posted 29 March 2012 - 07:20 PM
I've recently been working on developing a vertice system (i.e., the ol' X-Y-Z axis dealio) which deals in percentages versus hard-'n fast (hard-coded) vertice points. Basically, it would allow one to describe all objects in the game world by the numerical equivalency of the view box (0,0,0 to 1,1,1, or whatnot), where powers of ten would be the arbiter of scale for all objects. What I'm looking at doing is...
I know this perhaps sounds like an odd Q, but I know what I'm doing in theory, just not in actual, well, how-to-go-about-actual-implementation stuff. If the above doesn't make sense yet, feel free to ask Q's, and I'll continue to clarify.
Posted 29 March 2012 - 07:33 PM
It seems to me, you won't need to do any programming at all. Just edit your models to stay within the 0-1 box and scale them apropriatwly in Unity. Or did I miss something?
Posted 29 March 2012 - 08:08 PM
Posted 29 March 2012 - 08:58 PM
Posted 30 March 2012 - 08:07 AM
You can, but it's expensive.
Posted 30 March 2012 - 08:14 AM
Is this the optimization you want to do?
Matrices are always combined, so even if your objects needs to go through hundreds of transformations, they are combined into one, which is multiplied by each vertex.
You won't save anything.
Posted 30 March 2012 - 08:31 AM
After all, unless ALL your objects fit within a unit sphere, you are going to have to scale them at some point.
If you were writing an engine from scratch, this could be very cheap indeed, but within an existing pipeline you are just adding another matrix multiply.
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