Re: ADV.Games & Java
- Posted by Hawke' <mdeland at GEOCITIES.COM> Dec 12, 1998
- 373 views
Ralf wrote: >You're forgetting the brillinat piece of work: Half-life.. isn't that isometric viewed as well? not true first/third person 3d??? >and the old retro feeling you get when a game >*really* challances you.. yeahhhh.... hard to come by these days with companies like Bugsthesda, and Siesta at Sierra... >It at least proves it can be done. Just not by us hey! :P >(unlike battlespite, games of the moment) LOL, i like it, battlespi(t)e :) >Would you believe if I would say software rendering >with Unreal & Half-life is faster >Then again, this might be due to AGP. which... once again... is having the _hardware_ take the chore of rendering... using AGP is in principle, no different than using a 3dfx card... (A)dvanced (G)raphics (P)ort is just that, advanced... it has (in most implementations) built-in 3d-rendering in hardware... >I get a steady 45 fps. not surprising, considering that you can (in theory) pump data from {wherever} directly to the monitor nearly twice as fast as non-AGP methods... sometimes as much as 4x faster data thruput... >dont say it cant be done without hw support. :) ok, it cannot be done, efficiently, (pretty much at all), without *some type* of hw assistance... wanna see unreal _crawl_??? get a s3 virge card, and use the software renderer. then, you are assuredly using _no_ hw support... (since unreal doesn't have support for the s3 3d functions builtin, you will default to using directX 5/6 software/hal emulation) flip it on 640x480 and press the turn button once, go get a cup of coffee, and come back in time to watch your character begin rotating... >JIT compiles it. ah, yes... i fergot that JIT comes packaged in 1.2 now... so that is NOT a fair benchmark... we need to rerun the sieve benchmark for java again, flipping OFF the cmdline option to compile with JIT... anyone??? and, ralf, would u think then, (as i would) that it would be a fair test thusly? ----------------------------------------------------------------- Paul Martin wrote: > No, I'm sorry I did not mean actual 3D as in something that would > require a 3DFX card. oh i know... _i_ was suggesting that we make it that way... i understand you meant isometric... :) > But it can also make the player visible or in visible, like you went > behind an object. So essentially the angle depends on how the map > is drawn. now that is intriguing... gives me idears :) *scurries away to ponder a bit* --Hawke'