2009-10-14, 07:40 AM
I think things just need to be in sets that go together logically. And there needs to be an installer setup of some kind that installs a downloaded pack in one click.
Some of the lower quality / less general purpose / high polygon / whatever stuff should be separated out. The high polygon stuff is really a prob I think, because it just doesn't draw fast enough. Just a few objects like that and SOM starts to chug. It's not that there is even that many polygons in the things, but SOM just doesn't operate the way modern hardware expects to be fed triangles. Plus there might be other reasons these files don't do well under SOM. There might be ways to speed this sort of thing up. If SOM used DX7's "Retained Mode" it would be a cinch, but it uses the Immediate Mode, which may or may not present problems. Immediate Mode is more like triangle soup instead of logical objects. Still there's a good chance once we start profiling SOM's behavior, it will be possible to delineate between one object to the next and somehow tell which objects are which. Even if you can't tell which object being displayed belongs to what files, it's probably possible to assign internal object id's to some pointers and optimize them on the fly that way.
My biggest desire here is to build a robust data repository, because I consider that my primary learning curve for the business plans I've ahead of me (my life's ambition) and afaik no community has yet to achieve such a thing. SOM is as good a place as any to start I think. And it's something I can easily be passionate about. I think you gotta start somewhere and branch out over time, rather than just creating a repository where any kind of chaos goes and individual categories have little to offer of any substance or coherence. My goal is to build a world wide repository for indie game developers and VR artists.
Some of the lower quality / less general purpose / high polygon / whatever stuff should be separated out. The high polygon stuff is really a prob I think, because it just doesn't draw fast enough. Just a few objects like that and SOM starts to chug. It's not that there is even that many polygons in the things, but SOM just doesn't operate the way modern hardware expects to be fed triangles. Plus there might be other reasons these files don't do well under SOM. There might be ways to speed this sort of thing up. If SOM used DX7's "Retained Mode" it would be a cinch, but it uses the Immediate Mode, which may or may not present problems. Immediate Mode is more like triangle soup instead of logical objects. Still there's a good chance once we start profiling SOM's behavior, it will be possible to delineate between one object to the next and somehow tell which objects are which. Even if you can't tell which object being displayed belongs to what files, it's probably possible to assign internal object id's to some pointers and optimize them on the fly that way.
My biggest desire here is to build a robust data repository, because I consider that my primary learning curve for the business plans I've ahead of me (my life's ambition) and afaik no community has yet to achieve such a thing. SOM is as good a place as any to start I think. And it's something I can easily be passionate about. I think you gotta start somewhere and branch out over time, rather than just creating a repository where any kind of chaos goes and individual categories have little to offer of any substance or coherence. My goal is to build a world wide repository for indie game developers and VR artists.