Yes, we should do this. People are judging panda based on airblade. Unfortunate, but it’s the only game we have that doesn’t cost money or require some sort of motion-tracker or inflatable dome to play.
One thing that’s not obvious is how much time is being spent in python interpretation. Can pstats tell us?
Here’s a question: what does egg-palettize do with textures that wrap? Also, what does it do if the palette turns out to be larger than the largest legal texture size?
I do have the original airblade models. I am guessing that 90% of the problem is the city model itself. From my preliminary examination, it seems that they used mesh objects that contain only a few (8-9) polygons. They’re probably doing a texture switch every eight polygons. I’m also guessing that there’s no hierarchy to it. They’re probably culling every building independently.
The city model was created in Maya, but I don’t know maya at all. There’s no way I could fix this model myself. But, we could use this as a testbed for my current project: a pair of egg importers. Allow me to explain why I’m writing such a thing.
I’m maintaining this panda3d model collection, which is going to get quite a bit larger over the course of the next few months. I want this to become a really extensive, high-quality model collection.
The fact that half the models are in Max format and the other half are in Maya format essentially cuts the utility of the repository in half, right off the bat. Whichever modeling program I use, half the models are inaccessible to me.
There are tools to convert from Max to Maya, but they all require you to buy both Max and Maya, and they all require you to buy an expensive conversion program. It seems ridiculous to ask the users of a free software package to buy two expensive modeling programs, one of which they don’t even want, and to pay a half a grand for a file format converter as well.
One solution would be for me to do all the conversion here at the ETC, and to distribute the models in both formats. But that sounds like a maintenance nightmare for me. I don’t have time.
But the one thing all the models will have is an egg file. If I have a good egg importer for both max and maya, then the users will be able to read the egg files into their art program, and go from there.
So anyhow - let me finish the Max importer. I’ll use it to load up the airblade city model (which was created in Maya). From there, I can optimize the model in Max, with which I’m very familiar. What do you say?