alternativa3d loading the thps4 practice level

I was a big fan of the tony hawks pro skating games and played them a hell of alot, when i discovered that a new version 7 of alternativa3d had been released with alot of improvements i began working on a test to try and load up one of the levels from the tony hawks pro skater 4 game. tonyhawks It may not look that impressive but it was suprisingly difficult to get running but it really shows the power of 3d development in flash and that we have alot more to look forward to in the coming months. As you may know there have been some further improvements to the alternativa3d library with version 8 coming in the future and with 3d support coming to flash i may fix this up and create a much better version. Check out the demo here and please let me know what you think.

Comments

  • avatar-glidias
    # Glidias

    You should optimize it with Mipmapping and some precomputed KDContainer/BSPContainer tree. LODContainer objects would serve well in KDContainer tree. Currently, it’s extremely laggy and unplayable.

    For more complex worlds, I even did up a customised portal-based culling system to prevent viewing of indoor areas unless a portal is visible, which may be a good for GTA-like environments. This also includes terrain lod for surrounding out-worlds. I’m looking for some test assets, it is possible this could be uploaded somewhere?

    • avatar-davidejones
      # davidejones
      Yea i’m sure there could be alot of improvements, with my limited knowlege this is the best i could get out of it. I tried using some of the other containers and some other optimisations but i couldn’t seem to make a difference.
  • avatar-glidias
    # Glidias

    I think though, the best kind of optimisation is to use hardware acceleration on Molehill. You should try porting this over to Molehill a3d 8. 9000+ triangles isn’t a lot for hardware and greatly simplifies things when it comes to sorting stuff.

    Also, implementing the new version of jiglib at http://code.google.com/p/jiglibflash/source/browse/trunk/fp11/?r=199#fp11%2Fsrc%2Fjiglib with http://forum.alternativaplatform.com/posts/list/4123.page would be good. You can test against Jiglib’s TriangleMesh3D, where there’s subdivision by octree so you don’t test against too much triangles in the polygon soup.

  • avatar-davidejones
    # davidejones

    Thanks Glidias since this first attempt i have learn’t quite a lot and i think i could improve it using version 7 alone maybe not perfect but better. I’m sure molehill could handle it no problems.

    I haven’t had much time recently but maybe i will try it again in v8 and make a blog post.

    I definitely need to look into jiglib more too i have only touched it a little, it seems there is so much you can do… thanks for the comment man appreciate it i’m gonna go check out those links now!

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