In chapter seven, Loading and Caching Game Data, there is a section on the storage of Animation Data. The calculation on page 189 says:
I wonder if this is correct: why would you want to multiply by the space a position takes and then multiply again by the space an orientation takes? I would expect it to be:
If we take a look at the amount of data required to store an animation of a simple character, I'd say this would be:
The book comes to a total of 129,600 bytes per second - quite a difference!
Oh, and on page 188, the calculation has a small typo. The last line reads:
The value 64,000 for the triangles should be 60,400.
Total animation size: 30 samples x 12 bytes for position x 12 bytes for orientation = 4,320 bytes
I wonder if this is correct: why would you want to multiply by the space a position takes and then multiply again by the space an orientation takes? I would expect it to be:
Total animation size: 30 samples x (12 bytes for position + 12 bytes for orientation) = 720 bytes
If we take a look at the amount of data required to store an animation of a simple character, I'd say this would be:
Simple character with 30 bones = 720 bytes x 30 bones = 21,600 bytes
The book comes to a total of 129,600 bytes per second - quite a difference!
Oh, and on page 188, the calculation has a small typo. The last line reads:
Vertices @ 24,000 bytes + Triangles @ 64,000 bytes = 84,400 bytes
The value 64,000 for the triangles should be 60,400.
The post was edited 1 time, last by Raz ().