Quote from: ACagliano on December 19, 2017, 05:42:57 PM
Quote from: c4ooo on December 19, 2017, 04:55:07 PM
Quote from: ACagliano on November 19, 2017, 10:26:12 PM
For full 3D, I could make 16x16x16 models for each item, leading to an overhead of 4096 bytes per object,
ehh this isnt how you should be storing 3D models. 3D models are stored as a a bunch or vertices and faces made from those vertices. ![Wink ;)](Smileys/cwsmileys/wink.gif)
oh. Can you give me an example? Would this require more or less a) memory and b) processing power to use than a series of sprites of ships from various angles?
What you are describing with "16x16x16 models for each item, leading to an overhead of 4096 bytes per object" seems to be a voxel engine, which are not exactly the fastest or best looking (ahem ahem minecraft).
Here is an example of how 99.99% of 3D games store their models:
v 0.0 0.0 0.0
v 0.0 0.0 1.0
v 0.0 1.0 0.0
v 0.0 1.0 1.0
v 1.0 0.0 0.0
v 1.0 0.0 1.0
v 1.0 1.0 0.0
v 1.0 1.0 1.0
f 1 7 5
f 1 3 7
f 1 4 3
f 1 2 4
f 3 8 7
f 3 4 8
f 5 7 8
f 5 8 6
f 1 5 6
f 1 6 2
f 2 6 8
f 2 8 4
(This is a cube). ( and of course you want to store this as raw data, not as text). If you want to have a texture applied, you have to also store texture coordinates.
As to the question of "Would this require more or less a) memory and b) processing power to use than a series of sprites of ships from various angles?", well, i really dont know. The "sprites of ships from various angles" method will probably give you better results of far away objects, where as 3D models would be better in up-close ship to ship dog-fighting. Since the game seems more of the former then the latter, i would go with the "sprites of ships from various angles" method. You could probably make and texture the models in blender, then render them from different angles. You might also want to take a look at TheM02's 3D engine for the CE.