Sure - here's a 3 storey hotel built programmatically: http://www.pictureandword.com/test_platforms/floorplan_viewer/v2/index.html
That's pretty much worst case scenario - I don't actually need the third storey, I just added it to see at what point the frame rate will start dropping. It's just on the edge now with 100k polys. Any tips on squeezing a bit more performance from it? I can't imagine I'll get much more than that. The absence of floors will tell you why I'm waiting for a concave DelaunayMesh or preferably a Swf class. Guests will immediately fall into infinity with this kind of setup. Wag On Jun 9, 4:16 pm, Fabrice3D <[email protected]> wrote: > screendump or url of these "seriously complex building layouts" we could > see??? > > Fabrice > > On Jun 9, 2011, at 4:46 PM, wagster wrote: > > > > > > > > > I know - patience is a virtue and all that :) > > > I ended up using Wumedia Swf class for the floor and LinearExtrusion > > for the walls in 3.6 (everything is drawn in Flash IDE as we need to > > production-line our building layouts). This has the advantage that > > you can draw labels and all sorts of things on the floor - perfect for > > me. Think I'll probably do the same when Swf resurfaces. > > > BTW - LinearExtrude + Merge allows for some seriously complex building > > layouts at high framerates! > > > On Jun 9, 3:14 pm, Fabrice3D <[email protected]> wrote: > >> no, that would be one of next classes coming. > >> this one simply "connects" vectors as Mesh. It doesn't have any awareness > >> of a "path" or defined contours/constrains. > > >> Regarding architectural applications, one that I've started a while ago > >> and hope to finish one of these days, will allow you to define one or more > >> "holes", basically closed shapes, rects, circles etc > >> and eventually another class would use that result to extrude. think here > >> the wall with door and window, extruded at wall thickness. But as some > >> features required are very near of booleans operations, > >> so I started do more research in that field first, to see if I could do > >> this via a smarter way... > > >> I will gradually add these (hopefuly) usefull classes as I go. But I can't > >> garanty they will be released in a logical order. By that I mean that like > >> in case above of the wall being extruded > >> the class doing this might be released before the one actually generating > >> the base mesh with "holes". > > >> There are still many 3.6 classes that need to join the 4.0 packages and > >> get enhanced in the process. > >> As said before, all happends 1 by 1 :)) > > >> Fabrice > > >> On Jun 9, 2011, at 3:48 PM, wagster wrote: > > >>> Oh cool - another prezzie from the Fabrice factory! > > >>> I put together a Delaunay class myself (for architectural generation) > >>> a couple of months ago but gave up because I couldn't make it handle > >>> concave shapes. Did you get that figured out? (I know, I know, I > >>> could just try it out, but I'm at work and I can't wait until I get > >>> home!) > > >>> On Jun 9, 11:40 am, Fabrice3D <[email protected]> wrote: > >>>> Hi all, > > >>>> I've just added 2 new classes to Broomstick > >>>> and 1 example class. > > >>>> - DelaunayMesh: > >>>> Located in "extrusions" package this class allows you to generate meshes > >>>> from (random) vectors. At least 3 are required. > >>>> This is very usefull in many cases, such as terrain building from > >>>> pointclouds data, closing shapes, architectural generation, editing > >>>> tools (such as Prefab ;) ) etc etc > > >>>> - Trident > >>>> Our good old dev friend is back, but this time, located into "debug" > >>>> package instead of primitives > >>>> It works exactly as the previous versions, except you are now also able > >>>> to change it's position and it looks a bit more sexy :) > > >>>> - Demo class > >>>> I've added a simple example of a random cloud of vector3d's to mesh > >>>> using the Delaunay class, in the code > >>>> you'll find as well the Trident in action for those new to Away and even > >>>> added a small snippet for the new MeshDebugger in case you've missed my > >>>> post on this one. > > >>>> Cheers, > >>>> Fabrice
