Forum: Poser - OFFICIAL


Subject: Why are DAZ High Polycount Meshes so Popular ?

RorrKonn opened this issue on Apr 18, 2007 · 266 posts


Zarat posted Wed, 25 April 2007 at 9:17 PM

Quote - Well, I have to admit that I haven't gone much past reading their advertizing and one phonecall to their techhnical/sales people. They offered a demo and some more technical interaction once I get a demo, so that my experiments with it can give us some answers.  But, I haven't had an opening in my schedule yet to give it a serious shot.  I'd be happy to share my findings once I get to sink my teeth into it.   http://www.garagegames.com/pg/product/view.php?id=1#features

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. Here's an interesting link.... http://www.devmaster.net/engines/index.php 

Thanks for all the info so far!Back in 1999 flightsims were used for strategical display of combat situations. Was not really fancy with 256 colors and block graphics...
The goal was only to get the area of operations in 3D and transfer the position and directions/speed of units to this 3D map rather than gather all info from radar, radio, airspace surveillance and puzzle it together the classical way.

Support for Blender sounds good. All i knew about the engine is what was written in game mags.
On the GarageGames site that you've linked it seems like it is needed to partition a large area into smaller playfields and then you run into the problem of limited visibility due to the playfieldborders.
That problem occurs with all gameengines I know so far. Making an virtual actor at a certain distance away from the camera and linked to its transformation is where the engines crash after a short time because of the amount of ram allocated. Using low caching ends in worse slideshows on fast moves. It also causes more often crashes due to infinite iterations.

I would have to get into this in my free time primarily. Looking at the way how SGI solves problems like these with 128+ node visualisation systems let the attempt to get it done by a small box (PC or Console) appear even more fictional.
Guess that if you get it done, you can become rich very quickly as there are so many fields to use this technology.

Good luck! :)
An FPS where your clients do some team deathmatch over the buildings and areas they r interested in would be fun. :)

Now it's time to update my Blender again. Last time was in 2006...

@patorak:
Found some good docs regarding space models and tensors. IM is in work.

Poser 7 SR1 works well for me. Not more crashes than with P6 and the renderspeed with Firefly is much better now. The visible precision of numbers on param. dials is limited to 1e-3.
The feature of creating collections (favorites) out of the standard palettes is very useful too. Can't find any reasonable arguments not to upgrade.