the ever evolving next release
Friday, August 24th, 2007The closer we get, the more we want to shove into it.
I’ve taken a break from unitcollection, even though i know it’s bound to need more work, to star working on some actual game experience changing issues. Most notably, texture processing. VS takes every texture it reads, and decompresses it from whatever format it happens to be in, then recompresses it in GL and generates mipmaps. This is extremely time consuming for loading of textures both at the beginning of a game, at the beginning of loading a system, and everytime a unit has to be loaded from disk. Not only is it cpu intensive, but it wastes a lot of ram. I thought DDS files would be an excellent way to avoid most of that and it seems to have worked. More work definitely needs to be done, but dds files load many times faster from disk read to GL rendering than the rest of the VS textures already. As more and more textures get converted to dds files, users should expect to see drastically lower load times.
The downside of such a great thing is that it needs testing before it can be considered stable. And we’re very close to what would have been a new release.
The other thing i’m going to be working on is cubemaps. cubemaps are hopefully going to replace the environment/sphere maps that we use now for space backgrounds. With any luck they should also be able to use compressed textures and natively have much less overhead than the current implementation for backgrounds. This work is slotted for ASAP, but finding the time is proving difficult with work right now, being the end of the month rush.
Another thing we’re trying to discuss and determine is how we want to organize the next release’s dataset and svn tree. It’s already been agreed that the new dataset will be data5.x and the current data5.x will be moved. What is still being determined is how we want to organize the texture maps. We want a repository for master textures (originals) so that we can update them, and read from them, and have them be separate from the compressed/lossy versions in the distribution. At least, that’s how i want to do it.
And finally. My raided ext3 filesystem has finally succumbed to some corruption…which isn’t surprising since i’m running 24/7 without ac in the summer.
Hopefully i can get this worked out before the end of the weekend. The corrupted parts are inside the data4.x dir …probably due to the constant activity in that area of the filesystem in addition to the fact that it’s a 500+ GB raided fs.
Anyways, good things are definitely coming.