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Asteroids example - #19
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pgruenbacher
commented
Jun 9, 2019
pgruenbacher
commented
Jun 9, 2019
also will be good use-case for LOD too once the renderer supports LOD. |
BearishSun
commented
Jun 10, 2019
Nice work, very useful benchmark to have. Once you feel the benchmark is ready you can upload the assets somewhere and I'll add them to the data package. |
pgruenbacher
commented
Jun 10, 2019
Well the meshes are dynamically generated, and the intel demo has the textures dynamically generated too. The only asset is the space skymap. @BearishSun can you import dds texture as skymap? And how do you actually generate the .asset files? https://github.com/GameTechDev/asteroids_d3d12/blob/master/starbox_1024.dds |
BearishSun
commented
Jun 10, 2019
You import the raw resource and then save it: http://docs.bsframework.io/nightly/User_Manuals/Resources/resourceBasicsAndImport.html I'm not sure if DDS is supported, quite possibly not. |
pgruenbacher
commented
Jun 10, 2019
via email
oh ok. i wasn't sure if the bsfImportTool did that as well, but it gives no
cli options so I wasn't sure. …On Mon, Jun 10, 2019 at 1:21 PM Marko Pintera ***@***.***> wrote:
You import the raw resource and then save it:
http://docs.bsframework.io/nightly/User_Manuals/Resources/resourceBasicsAndImport.html
I'm not sure if DDS is supported, quite possibly not.
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Implemented example for asteroids from https://github.com/GameTechDev/asteroids_d3d12.
The purpose meant for testing 1000+ components, custom mesh generation, instancing, batch rendering. It's also meant to serve as baseline benchmark against the GameFoundry/B3DFramework#339 ECS implementation I've been investigating. Ideally the ECS demo should have much faster updating and render batching of the asteroids.
At the moment I just have it relatively working, but I'm not sure how to put in custom assets into bsfExample. I also wasn't sure how the original asteroids demo was doing UV mapping cause I couldn't find it in the code.
Some other things I noted:
I haven't implemented textures for the asteroids yet.