Re: 3D Graphics
- Posted by Talvitie <smtoa at SAUNALAHTI.FI> Sep 27, 1999
- 438 views
Lewis wrote: >All I need is for sure: > > - Flat shading > - Textured faces (with perspective correction) > - Linked objects with individual rotations > - Limited viewing area to make small sprites > - Fast enough to to create about 2500 sprites in 1 min. > - Shiny (reflective) surfaces. Are you in hurry to get the engine? I'm not far away to from what = you ask, but my only problem is that I have so little time(being busy as = always). You haven't told what kind of game your doing. Is it a beat 'em up? Howcome you need 2500 sprites/minute? =3D ~41spr/s ...so if the game = runs with somewhat 21fps, as I assume, then there's only two sprites att = the same time on the screen, right? In that case, it would be very fast to generate the sprites in real = time. You have no idea how optimized engine I could build for that ;) > - Shiny (reflective) surfaces. ooops...this would need ray tracing. veeery slow! (well, I'm working = with this new idea o' mine but can't promise any speed for that eighter = (yet ;) Lewis also wrote: >Wait, if a graphics library clips pixels that are off >the screen... Is that going to be slower than a program >that performs checks and only draws pixels to the right >locations using an "fast" library? How is clipping any >slower than those pre-draw checks? They both do basically >the same thing, right? Why the speed difference? As you know, I'm working with 3D engine and it has to do the clipping = one way or another. way 1: using 3D clipping: very fast way 2: (what I'm currently using) using 2D clipping. Basicly the same = what you wrote (if pixel over the edge then don't draw it), but if my = engine does the clipping instead of graphics library, I can 1. clip of a = sequences of pixels instead of clipping 'em one by one(which is slow) = and 2. not to calculate every pixel's color values and distance, and 3. = avoid the error that occurs when trying to access the Buffers in wrong = places(you can't f.ex. run this line without an error: sequence s = s=3Drepeat(1..3) if s[-1] or s[4] then end if see?!) way3: Let the library do the work. Won't work, as I explained in the way = 2. anywayz... Tell me more about your game project. It seems to me that you really = should use an 3D engine and maybe in real-time?! This could provide very = smooth, cool and fast way. Well, ofcourse using sprites is always faster = and Bernie's suggestion wasn't bad eighter, I think. After all, when = coding a game man always have to do some compromises... and, if you really want to build the srites, it won't take as much as = minute with my (or with any other's?) engine. If player has to wait = minute every time he/she f.ex. starts a new level... eh? Isn't that a = bit too much? --Talvitie