All the demo videos except the first one are running on Running on Vista x64, E6600 at 2.4Ghz, 295GTX and 2GB RAM. (The first video is running on 8800GTX, rest is the same).
Other notes
This is the first released version of UniLOD, I hope you can report all found bugs to me. Personally I have never even tested the Mac version but it is available here anyway. It is very doubtful it will work at this time, but I do plan on fixing it in the future (Feel free to give it a shot, it might just work). Testers have also reported errors with mesh simplification in the Win Pro version, most likely related to .dll dependencies, and although I’m quite sure I removed all of them it still won’t work for some people, so I hope to hear from you on this issue. Also make sure you have newest DirectX and VC++ runtimes if installing the Win Pro version.
Cheers!
UPDATE*
UniLOD is now open-source and free for personal and commerical use. You may download the source from here.
It’s likely gonna stay free, but I haven’t decided yet.
With LOD alone there shouldn’t be hiccups, I did a lot of experimenting to find the best way to switch quality levels with no framerate impact. If there is some, report it as a bug.
There will be some hiccups if streaming is enabled(as shown in the videos). Although in the demos all houses use 2k diffuse, and 1k normal maps. With a bit smaller textures for streamed objects, and tweaking the streaming settings a little I’m sure you could avoid even those hiccups.
Has anyone got any experiences? Does it work at all? How about Mac version?
Yeah it’s just D3DX. I started implementing my own tool but after about three weeks of work realized that the algorithm I chose to implement just simply didn’t do a very good job with uv coordinates. I decided to stop right there as I was on a deadline for the entire UniLOD project, so I used D3DX.
This is some really fantastic stuff. I haven’t tried it in a practical situation and won’t for some time, but the general structure you have here is great!
I’m kinda surprised no one is reporting any bugs however, but if it all works, even better.
Also, the UniLOD library contains a few maybe useful functions: CombineSkinned for combining skinned meshes, but it also lets you provide a skeleton which all of the meshes will use. RemoveBones, AddBones, ReplaceSkeleton and CombineSkeleton for combining different skeletons. Those come in handy if for example, you’d like to combine your character and its armor, but the armor uses some additional bones(for cloth animation or such).
Even if you don’t use LOD or streaming capabilities, you can still get advantage of the AssetBundleManager, which basically provides the same features of Unitys Resource.Load, only for asset bundles. (Unloads automatically, already loaded bundles never get loaded twice, etc.)
I can’t really use this in the project I’m working with now, but hopefully I can dig into it for my next project. It seems like you put a lot of work into this, so I will definitely try to put it to use.
Do you plan to expose the api so we can connect to our own server (custom server, photon, …)?
My only concern.
It would be painful if middle of a project we couldn’t afford it
IMO a license clarification is necessary before studios use your library seriously.
I reckon the SceneManager is something that’s extensible, and it could be refactored in a way that makes UniLOD a module for it (and people could easily make others like a lightmapping thing, etc.). Then leave SceneManager free and possibly open source, and sell UniLOD at whatever you think is feasible.
It’s in no way connected to the asset server so, yes you can.
All relevant functions are exposed. I uploaded the documentation too: UniLOD. Not sure what you mean by connecting to the server.
If someone wants to use this in a project, but is worried about licence problems, please contact me. I’ll decide on the license soon, if I don’t get any bug reports, so I can end the beta. It’s very likely to be free however.
Actually scene manager just loads the scene from an xml file, calls different resource managers based on scene type for loading/unloading, and changes LOD. It works only specifically with scenes generated by the editors. I doubt it would be useful to anyone on its own.