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May 31st, 2005

A four dimensional router ?

Very tired here. I’ve been going to sleep at 3AM again. Getting late (this morning 9 minutes !) to work. Sad.. tonight I must really focus and go to sleep at 2.
Yesterday was a rather stressful day. I had an animated phone conversation for the lamest of the reasons: ….ahh whatever !

Recently, I’ve upgraded my PC’s RAM to 1GB. Things seem much better now, but I need to test with video editing.. something that I gave up on doing when I had only 512.
Today I managed to close the long parenthesis that I opened while developing that 3D church thing. The M4D module is more or less working. The new file format is up. I’ve also simplified the triangle strips organization. Before, M3D had a list of strips to be optimized at load time for either PC based rendering or PS2 based rendering. On PC it’s convenient to make a big contiguous strip with degenerated triangles, on PS2 one can use the vertex-kick flag to restart strips.
I don’t have the PS2 kit anymore and both Xbox 360 and PS3 basically have PC’s graphics.. so, I’m just going for the contiguous strip in M4D, making the job easier for the renderer, which can use the data as is without re-processing.

Back to the church, next, I have to implement a mouse navigation system (mouse + keyboard, like Quake). This is needed because my sister will have to try it on her laptop and she doesn’t have the PS/PS2’s dual-stick interface.
After this, I’m really not sure what I will do. I want to put shadows in it. Shadows are the biggest issue. The church has no top, so I’m going to simulate sunlight, which implies hard edged shadows. That means that I either have to maniacally recursively tesselate the model, or I have to do a first shadow casting pass in world space. Have a shadow volume cut sharp the model, making sure to minimize the cuts. In the attempt to get this done, I’ll be dealing with M4D. All the polygon cutting and shuffling will push me to review the geometry database design or, in the best case, to add several functions to simplify this sort of operations.
Basically, it’s a lot more like writing a 3D engine for a 3D modeler rather than for a game.

On a completely different issue: the backup router that I’m using is a pain. It’s all in Japanese and I’m not sure if I have to find an option to make it work properly or if I have to disable its firewall altogether and use a software one for the time being.
My problem is that to make FTP work it’s not enough to have just the port 21 open. The router still has to be somewhat "intelligent" and sniff the traffic to open some extra random ports that are required for file transfers.
Now.. perhaps this old router has such feature.. but finding it in Japanese is going to be quite a challenge !

woo !

Posted by Davide Pasca in Uncategorized

This entry was posted on Tuesday, May 31st, 2005 at 11:50 pm and is filed under Uncategorized. You can follow any responses to this entry through the comments RSS 2.0 feed. You can leave a response, or trackback from your own site.

8 Responses to “A four dimensional router ?”

  1. Anonymous says:

    Hmmm since the church is a static environment why not try and do some sort of radiosity for shadows?

  2. rince says:

    eeeehhhhhhh previous post was me!

  3. Davide Pasca says:

    Right, I want to do radiosity, but usually that means that I’d have to tessellate very finely (for sharp shadows) or use some sort of lightmap.. lots of texels.
    What I want to try to do is a series of early cuts on the geometry so that shadows generated by radiosity will fall nicely in place.
    Of course, real radiosity shadows will never be that sharp.. because my lightsource isn’t going to be a point. A solution would be to make additional cuts that outline the first sharp cut.

  4. ragin' lion says:

    Why don’t you try some kind of adaptive radiosity solution? Since the geometry in the scene won’t be changing, you can calculate the radiosity solution while the user is viewing the scene.

    I know what you mean by staying up late. I was up until about 3am and getting up today was next to impossible. I think my cut-off time is around 1 or 2am.

    I have an old router (in English) that I can send to you. The only drawback is that it’s only 10mbits …

    I need to finish up my 3d intermediate format myself … I’ve been working on it on and off and got stuck with trying to figure out how to define shader programs/materials.

    Of course now Collada is finally begining to mature enough, so I think I’ll just wrap up my work and make it a pre-shader format and use Collada for future efforts … though I really hate XML.

    Fortunately, there are free parsers like Xerces to use rather than spending time writing an annoying parser.

  5. Goki says:

    maybe you meant getting laid not getting late. Ahh..I don’t speak much english.

  6. rince says:

    go lightmaps, leave the geometry alone mf!!!

  7. Davide Pasca says:

    Ragin: fack Collada and XML 8)
    I tried to look into it.. seemed to complex to even bother.
    A good idea instead came out ot Metasequoia format. MQO embeds binary data at the end of the file. I embed ascii data, but in a way n which it doesn’t take too much space. Try this MODEL-2.m4d (opens in same window).

    Rince: ummm lightmaps.. It’s a lot of polys. Some very large, some very thin and long. Sounds like a nightmare. In any case I need to do a shadow volume first pass to speed things up.

  8. ragin' lion says:

    The intermediate format I’m working on is based off of the MQO format. I wasn’t too thrilled of the idea of binary data in a text file … simply because a lot can go wrong during parsing … but my reader works, so I guess I’m not complaining too much about that! 8P

    I was thinking about Collada simply because I don’t want to be spending the vast amount of my time writing code to support a format that I only use when I could be spending that time doing more useful work. I think the biggest annoyance is all the “boring” tool/back-end code one has to write just to be able to display something on the screen; the tool/back-end stuff is not my final goal. :(

    I like the idea of using hex values for the binary data … maybe I’ll switch my format to handle that … Though I wonder about endianess issues on big-endian machines…So is there an md4 viewer? My mind’s not sophistated enough to convert all that text into a graphical image. 8P

    By the way, I stumbled across this:
    Atlantis R sounds similar to what you’re doing with the chapel … Also has radiosity support! (^-^)

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