I am currently porting a game I had been working on into SunBurn and I am aiming to run it on the Windows Phone 7.
I'm still in the early stages and I am setting up the default graphical preferences to use in sunburn but I wandered what people recommend I set them too for the mobile. I am using the HDR-Pro project to help me as I go but it only contains specific information relating to Xbox360 and so I simply wandered if there are any special cases to know about?
My example is that according to the HDR-Pro code forward rendering lighting detail can only be set to medium on the 360. Should I set these to even lower for the mobile?
Sorry if these are all beginner questions. Just trying to get the hang off all the lovely SunBurn classes :D
Oh and another question. I keep seeing the ShadowMapManager class mentioned but I have yet to actually find it? Is this class already implemented or is it coming soon or maybe even I'm just blind and looking in the wrong places.
The Light Mapping example has a good set of preferences for WP7. The post processing buffers (FrameBuffers) are reduced in size, and the texture sampling is knocked down to Trilinear, but otherwise the phone can handle the other options.
Probably the biggest thing to avoid is overdraw in the scene. If the scenes have a lot of hidden surfaces similar to corridor-shooters it's worth implementing doors or obstructions you can use to determine visibility, then change the visibility of objects known by the game to be hidden.
All managers are contained in and can be access by the SceneInterface, however the phone only supports light mapped lighting, so the ShadowManager (which handles dynamic shadows) is not included in the phone assemblies.
Let me know if this helps!
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Wow. Couldn't have asked for a better answer :O Thanks for all the suggestions and points. It's really such a huge help as I'm used to more graphical engines (although I love programming) so this engine is such a joy to use but the support you give the entire community is so awesome... You really should list it in the sunburn futures :D
Allow me to piggyback onto your question's answer, particularly for WP7. :)
On that note about avoiding overdraw by hiding objects...what about the environment settings for view distance and fog. Are these automatically clipped and not drawn by the Sunburn Engine (and therefore it is safe to assume this would prevent overdrawing a large scene that has only a small visible radius)?
Yes, the scene's view distance provides two additional optimizations; distance clipping reduces overdraw on the GPU, and SunBurn also culls object rendering outside of the view area reducing draw calls.
Thanks! Your answers to Darren and to myself here have helped a lot. :)