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By
Gjon Camaj
Gamasutra
CGDC Roundtable Report, April
1997
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CGDC '97
Roundtable Reports

Database
Development for Real-Time 3D Games
Abstract:
To successfully create believable polygonal databases for use in a real-time
3D game, both the database developer and the application designer must
consider the many aspects of such a design. Issues to be discussed will
include database optimization, subdivision, level-of-detail, culling,
frame-to-frame coherence, and texture mapping.
A database builder needs to maintain a balance between creative freedom
and system requirements. An important issue is how to effectively tailor
a visual database for maximum operational efficiency within a given image
generation pipeline.
A application designer has the responsibility of how best to engineer
a system that allows world builders to create a visually pleasing database
within the minimum restrictions. A good system must maintain a high frame
rate while reducing design limitations and artifacts.
SUBJECTS
3D Organization:
Use the texturing concept of MIP-mapping and apply it to models. Each
model can have "MIP levels" or versions that have half as many polys and
then half again and so on. The need to automate the process was brought
up. Currently, it is very labor intensive. Any automated tools out there
for creating LOD's of 3D models.
Data can be compressed using 3D world specific algorithms, then expanded
only when near the view-volume. Any specifics?
The concept of "coherence" was discussed (sometimes using different names).
The database designers need to decide what the structure of the database
is and limiting the development tools or exporters to remain within the
coherence. Share some formats anyone?
Database Tools:
The need to devote programming resources to build and maintain development
tools for the artists or database builders.
Artists/designers are clever enough to extend tools or format to do more
than originally designed. Provide and support this effort. Any good examples?
Optimizing for Object Interaction
Collision Detection:
Produce separate collision version of database which conforms or is automatically
created from actual visual database.
In the MultiGen format, one designer is using the lowest LOD level for
collision.
Height Above Terrain (HAT):
Drop vectors from HAT points and do a point inside poly test. If true,
use poly plane to determine height.
File Formats:
VRML 2.0 is becoming a popular choice to investigate. The richness of
format along with the ability to user-define or extend it, is making it
a popular open 3D format. There were no examples of commercially available
games currently using it. See http://vrml.sgi.com/moving-worlds/index.html
for more information.
The majority of formats being used were proprietary. Any other formats
proving successful?
Tools-Buy or Build:
The consensus was that buying them was better, but there are still a few
people continuing to build their own. However, even most of the people
buying tools were doing some custom work to either convert or enhance
these tools. Plugins for modeling tools was a hot topic.
Some popular model or world building tools: 3D Studio, SoftImage, GameGen.
Any others?
Targeting Multi-Platforms:
There were only a few people actively working on this problem. One approach
is to use a greater range of LOD (level of detail) versions to produce
the same database for different target platforms, especially if these
target machines vary greatly in storage and through-put requirements.
3D Characters
Coupling with Rational Databases
NPS Net, DIS
3D Hardware
Geographic Info Systems
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