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
>

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