Introducing: STK Lite

Introducing: STK Lite

Postby stked » 20 Apr 2010, 23:08

Hello!
I had an idea to make a different version of STK for slow computers. My plan is to use old version of certain karts and tracks to make smaller filesizes and lower-poly models (for example, Crescent Crossing back to Little Volcano). What do you think?
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Re: Introducing: STK Lite

Postby Arthur » 20 Apr 2010, 23:32

You should be sure that the older models actually have less polys then - some of the older content weren't too efficient either if my impression is right.
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Re: Introducing: STK Lite

Postby charlie » 21 Apr 2010, 00:25

A good idea as it could also be used for mobile devices.
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Re: Introducing: STK Lite

Postby Auria » 21 Apr 2010, 17:05

Yes, I would welcome a set of lower-poly material for STK mobile, or just old computers. However, as stated, this will probably need hand-crafted material, the old material is not much less demanding at all. What we would probably need instead is to use billboards (which may require code support)
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Re: Introducing: STK Lite

Postby stked » 22 Apr 2010, 00:28

To count polys, do you have to go to each individual mesh and start counting in your head?
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Re: Introducing: STK Lite

Postby Pixel » 22 Apr 2010, 01:51

Hello.

In Blender, there should be some statistics in the upper right corner, after the version number. One of them is "Fa:<x>" where "<x>" is the number of faces Blender sees. If you want the face number for a specific object, just select it.

I do not know for sure if Blender's face count would equal STK's poly count for a given object. One of the devs should be able to anwser that.

Hope this helps.
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Re: Introducing: STK Lite

Postby hiker » 22 Apr 2010, 06:10

Pixel {l Wrote}:I do not know for sure if Blender's face count would equal STK's poly count for a given object. One of the devs should be able to anwser that.

It should be a close enough approximation (at least to compare tracks and karts). E.g. not sure if blender counts a quad as one face or two, in irrlicht it would be two faces afaik.

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Re: Introducing: STK Lite

Postby hiker » 22 Apr 2010, 06:22

Auria {l Wrote}:Yes, I would welcome a set of lower-poly material for STK mobile, or just old computers. However, as stated, this will probably need hand-crafted material, the old material is not much less demanding at all. What we would probably need instead is to use billboards (which may require code support)

I don't think that STK will be easy to port to current mobile devices (with acceptable performance I mean) without many changes - LOD, billboards etc. I won't focus on this. ATM the bottle neck (based on a single measurement or two) are mainly the kart animations, but we will be looking at that soon.

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Re: Introducing: STK Lite

Postby Skorpio » 24 Apr 2010, 18:02

stked {l Wrote}:To count polys, do you have to go to each individual mesh and start counting in your head?


Hehe, that would be funny, especially for high poly models with millions of triangles. :D

In Blender's object mode you can see the total number of faces (triangles and quads) of all objects on the active layer. To get the correct poly count, you have to go to edit mode and convert the quads to triangles (Ctrl-T).
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Re: Introducing: STK Lite

Postby stked » 26 Apr 2010, 23:45

What's a good poly count for karts and tracks? And are you expecting this to use 0.6 PLIB or 0.7 Irrlicht? If Irrlicht, there won't be animations.
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Re: Introducing: STK Lite

Postby xapantu » 27 Apr 2010, 16:26

stked {l Wrote}:there won't be animations.

So, I think it would be good to remove all the code about animations in STK Lite.
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Re: Introducing: STK Lite

Postby stked » 17 May 2010, 23:22

You're not expecting blend files of the tracks, are you? 'Cause ya won't get any.
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Re: Introducing: STK Lite

Postby Arthur » 17 May 2010, 23:25

:?
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Re: Introducing: STK Lite

Postby stked » 17 May 2010, 23:32

sure, it takes longer to port from notepad, but it's all I know how to do.
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