Re: ADV.Games & Java

new topic     » goto parent     » topic index » view thread      » older message » newer message

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 blink
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'

new topic     » goto parent     » topic index » view thread      » older message » newer message

Search



Quick Links

User menu

Not signed in.

Misc Menu