Re: 3D Graphics

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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

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