Several Days Summary

Sorry for the lack of posting, I've been doing it as an end of the day task, and the last week, people kept inturrupting my routine by visiting. How dare I have a social life!

So, Monday and Tuesday were declared weekend by myself (as Saturday and Sunday were spent working). I took it easy, and only fixed a few bugs. After listening to Tom's Biota Live podcast I got back into working on a simulated life proof-of-design scene I'm working on. I'm making this by hand, rather then by an exporter, so I keep doing shortcuts that should work, and usually end up revealing bugs. So it's all good.

Wednesday I got a slight efficiency increase out of the SGManager. On my Quad-Core machine, I went from 26% CPU usage to 3% CPU usage. Since 26% CPU pretty much means it's pegging one core at full load, this was bad (especially for single core machines). I changed the SGManager to only track Representations that are self-animating (DISGRepr::isSelfAnimating*) when either: It is syncronising between two or more Repr's (as is the case where Ogre SceneNodes need to reflect changes made by ODE Bodies), or when something is requesting the SGObject's current position/orientation/scale. Previous behaviour (since 0.12.0) was to update every heartbeat (100 times a second). In scenes with a lot of self-animating objects (such as Ogre Entity Bones), this resulted in a dramatic speed-up. Rendering frame rate improved as well, naturally.

After that, and continuing today, I am working on the ESS-STS125 project. The UI is undergoing a metaphor change, to look like a Mac OS X-ish media player. Since we are largely jumping backwards and forwards though a pre-animated sequence, this is a very reasonable interface to present to the user. I'm almost tempted to change "Procedures" (tasks being taken in the animation) to "Playlist"!

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