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Wings clone in C++ - Printable Version

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RE: Wings clone in C++ - Wegg - 01-21-2015

"Because it runs as bytecode on a software virtual machine rather than on raw hardware." - nemyax

Nendo ran very smooth. Mari as well. Wings is great up until a certain polygon count and then it just seems to get exponentially slower and slower to a point where you have to break your model up into lots of little bits and you start to question your sanity. So if Wings runs in a kind of Java like virtual machine, how do you fix that? How do you free it from erlang and make it run on "Raw Hardware"?


RE: Wings clone in C++ - ggaliens - 01-21-2015

Wegg. I think part of the slow down is a BAD BUG.

You can get a feel for why it might be a bug or a design flaw by following how fast menu interactivity slows down even when maybe the mesh interactively is not quite so bad.

There is something ODD about the picks and highlights and clicks scanning in Wings. But it gets worse in an odd way with mesh density. I would bet big $$$ that its a design flow with WINGS3D and not with Erlang/SDL/OpenGL.

My "HEART" ferrets out bugs like this with a high degree of accuracy.


RE: Wings clone in C++ - nemyax - 01-22-2015

Readme edited in the latest commit:
Quote:Feather is 3d polygon modelling application based on Wings3d with some influences from Maya.
Apparently there's going to be a scene graph with editable connections.


RE: Wings clone in C++ - nemyax - 01-22-2015

(01-21-2015, 08:24 PM)ggaliens Wrote: it might be a bug or a design flaw
Somewhere in the old forum someone said that Wings relied a bit too heavily on the process dictionary and did so in unorthodox ways. Could that be a reason?
Dan would be able to answer if he ever opened this topic.