The strength of Taiga / Naali is the possibility of using meshes instead of prims. A building complex could be created using one to four or five meshes (if using one to create the colliders), while with prims may need 300-400. If we use meshes with low number of polygons, (eg using The Digimi Game Developer Kit for Daz 3D Studio<http://developers.digimi.com/2010/05/18/the-new-digimi-game-developer-kit/>) we obtain optimized meshes and textures.
Alberto *********************************************************************** 2010/10/6 fishwick <[email protected]> > With regard to viewers, we are users rather than developers, > but there may be some students who have an interest, so I > will let them know of the opportunity. > -p > > > On 10/06/2010 01:41 PM, Antti Ilomäki wrote: > >> Naali uses OGRE rendering, which has been optimized for game-style >> scenes with fewer more complex objects, 12 000 prims is probably quite >> a challenge for the renderer. Lasse did research on the subject >> earlier this year, but we haven't really had the time for programming >> the optimizations. Everyone working on the code currently seems to >> prefer the usual game-like content creation style, so there hasn't >> been a lot of interest in prim optimizations so far. >> >> It would be great if Naali worked better in prim-heavy situations, >> though, and if you could help us or know someone who could, we would >> welcome your contribution with open arms. We can dig up Lasse's >> research results for anyone willing to have a go at the work. >> >> 2010/10/6 fishwick<[email protected]>: >> >> >>> Whenever I have tried Naali on my local Opensim machine (about >>> 12,000 prims), Naali takes considerable time to load the assets >>> and then crashes about 1/2 - 3/4 of the way through. I haven't >>> use it that much but every once and a while when there is a new >>> version, I give it a go but always with the same results, so not >>> sure about the problem. The OpenSim server is on Ubuntu Linux >>> and the Naali viewer is running on Windows 7. >>> >>> Is there a logfile that I should post? My primary viewer has >>> been Kirsten's viewer, which has shadows, so I use that as a >>> basis for comparison w/ Naali. The other alternative is if one of your >>> development team wants to try logging into my server, we can >>> chat offline about the specifics. >>> -p >>> >>> On 10/06/2010 01:20 PM, Antti Ilomäki wrote: >>> >>> >>>> The devs are still busy fixing issues with the next release. It should >>>> be out later this week or next week. >>>> >>>> 2010/10/6 john felipe urrego mejia<[email protected]>: >>>> >>>> >>>> >>>>> Hi, I remember you had mentioned that this week is libreraria version >>>>> 0.3.2 >>>>> of naali, personally I am waiting to try it on XP and that I leave the >>>>> error. dmp >>>>> THANKS >>>>> >>>>> -- >>>>> http://groups.google.com/group/realxtend >>>>> http://www.realxtend.org >>>>> >>>>> >>>>> >>>> >>>> >>>> >>> -- >>> http://groups.google.com/group/realxtend >>> http://www.realxtend.org >>> >>> >> >> > > > -- > Paul Fishwick, PhD > Professor and Director, Digital Arts& Sciences > Computer and Information Sci.& Eng. Department > PO Box 116120 > Gainesville, FL 32601 > Email: [email protected] > Web: http://www.cise.ufl.edu/~fishwick<http://www.cise.ufl.edu/%7Efishwick> > Blog: http://www.representationz.com > > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org > -- http://groups.google.com/group/realxtend http://www.realxtend.org
