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also will be good use-case for LOD too once the renderer supports LOD. |
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Nice work, very useful benchmark to have. Once you feel the benchmark is ready you can upload the assets somewhere and I'll add them to the data package. |
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Well the meshes are dynamically generated, and the intel demo has the textures dynamically generated too. The only asset is the space skymap. @BearishSun can you import dds texture as skymap? And how do you actually generate the .asset files? https://github.com/GameTechDev/asteroids_d3d12/blob/master/starbox_1024.dds |
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You import the raw resource and then save it: http://docs.bsframework.io/nightly/User_Manuals/Resources/resourceBasicsAndImport.html I'm not sure if DDS is supported, quite possibly not. |
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oh ok. i wasn't sure if the bsfImportTool did that as well, but it gives no
cli options so I wasn't sure.
…On Mon, Jun 10, 2019 at 1:21 PM Marko Pintera ***@***.***> wrote:
You import the raw resource and then save it:
http://docs.bsframework.io/nightly/User_Manuals/Resources/resourceBasicsAndImport.html
I'm not sure if DDS is supported, quite possibly not.
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Implemented example for asteroids from https://github.com/GameTechDev/asteroids_d3d12.
The purpose meant for testing 1000+ components, custom mesh generation, instancing, batch rendering. It's also meant to serve as baseline benchmark against the GameFoundry/bsf#339 ECS implementation I've been investigating. Ideally the ECS demo should have much faster updating and render batching of the asteroids.
At the moment I just have it relatively working, but I'm not sure how to put in custom assets into bsfExample. I also wasn't sure how the original asteroids demo was doing UV mapping cause I couldn't find it in the code.
Some other things I noted:
I haven't implemented textures for the asteroids yet.