Wow, this baby is merge+linearExtrude only? Very nice! > 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.
Yes I see exactly what you mean. Tho, some parts would be tricky, for instance broken path due to staircase starts/ends. and probably more specific cases hard to catch into a generic routine. Anyway, I keep this example in mind. Once I'll come to it that would be a perfect test case. Fabrice On Jun 9, 2011, at 10:50 PM, Michael Iv wrote: > I get 60/60 FPS. But can you tell me why you have almost 100000 polys? I > think with such a model you can reduce the poly count at least to 20-30% less. > > On Thu, Jun 9, 2011 at 11:33 PM, wagster <[email protected]> wrote: > 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 > > > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Air |3D|Unity| > www.neurotechresearch.com > http://blog.alladvanced.net > Tel:054-4962254 > [email protected] > [email protected] >
