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App crashing on iphone

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Post  samson Tue Dec 23, 2008 4:27 pm

Is there a limit to how many polys the iphone can load in a scene? I've got a scene with 12,000 faces that runs fine in the simulator (after about 5 seconds of loading), but when I run it on my iphone it says loading for like two minutes and then crashes. When I get rid of the object that has most of the polys, it loads properly.

Many, many thanks!

samson

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Post  JonPru Tue Dec 23, 2008 5:55 pm

Sio2interactive recommends 6,000 max. How many are you running once you get rid of the poly hog object and it works? More than 6,000?
Jonathan

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Post  samson Tue Dec 23, 2008 6:42 pm

I think the problem might have been that the poly hog was also being used as a static collider, and that was proving too much to load.

samson

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Post  oioioi Sat Mar 21, 2009 4:45 pm

JonPru wrote:Sio2interactive recommends 6,000 max. How many are you running once you get rid of the poly hog object and it works? More than 6,000?
Jonathan

Is this true? My app crash at startup if I have more than ca 6000 triangles with texture or vertex paint, on a iPod touch 1G, version 1.3.3 btw. Cant the device take more? My game needs levels with maybe 100 000+ triangles, is this possible?

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Post  meteors Sat Mar 21, 2009 5:34 pm

No.

Personally I try to stay under 4000.

100,000 just ain't gonna happen. You need to get creative :-)

Low-poly modeling is an art unto itself. Google the "primitive up" method.


-j
meteors
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Post  oioioi Sat Mar 21, 2009 6:15 pm

In my game a penguin slide down a snow track, don't think creativity help here Sad . This just need lots of triangles. Any tips? My game looks a bit like this:

Any chance of making something like this?

oioioi

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Post  meteors Sat Mar 21, 2009 6:41 pm

You can definitely do that within the triangle limits. It might not look quite as nice, but it can still look good.

I would open Maya and get to work with the polygon sculpt tool.


Best,
-j
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Post  sio2interactive Sat Mar 21, 2009 7:40 pm

6k per FOV is a good limit when you are using lights & physic & animation & OGG playback, however with the latest SIO2 the limit can be raised up to 10k (I personally test near 15k with 2 threads, and the FPS was around 40)... but of course it ALWAYS depends what you are doing...
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Post  meteors Sat Mar 21, 2009 7:47 pm

You can also optimize it by using a paged (tiled) terrain.

Best,
-j
meteors
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Post  oioioi Sun Mar 22, 2009 3:38 am

hmmmm, Maya is 2000$+, right?

What is paged terrain? Can find any thing with google

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Post  sio2interactive Sun Mar 22, 2009 3:44 am

What I would do is create 2 terrain:

1st: Low res of the terrain that you tag as ghost and static triangle mesh, Bullet have better performance using large triangle mesh than multiple small ones.

2nd: High res terrain that I would cut into stripes so there's always a limited amount of triangles that are displayed on screen. Make sure that the camera cend is just the good distance so you'll be able to "control" the number of triangles displayed. If you have curve you can also use simple geometry that are tagged as ghost that you use for primary clipping, think like a big box that if the box is visible then you check if what inside that box is visible. It is fairly easy to implement using SIO2 to create your own clipping hierarchy.
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Post  oioioi Sun Mar 22, 2009 3:56 am

Thanks a lot!

Now I got confused about the triangle number, again. 6k is loaded at once or draw each frame?

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Post  sio2interactive Sun Mar 22, 2009 4:03 am

Draw each frame... not the total number in your scene... and like I said you can even go up that depending on what you are doing like in your case a racing game... you can blow that 6k big time at least twice...
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Post  oioioi Sun Mar 22, 2009 4:09 am

hehe, I thought it was per scene monkey

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Post  sio2interactive Sun Mar 22, 2009 4:12 am

dude!!!!!!!!
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