Re: 3D Graphics

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Hello Talvitie,

>     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).

I can empathize.

>You haven't told what kind of game your doing. Is it a beat 'em up? Howcome
>you need 2500 sprites/minute? =  ~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?

Heh heh, I think there might be a slight misunderstanding
here. What I meant by 2500 sprites in one minute was that
when ever a character is created the game generates about
2500 (2304 to be exact) sprites and I wanted it to be fast
enough to do it all in no more than one minute. This would
only occur once for each character, not continously
throughout the game.
The game is to be a realtime RPG (role playing game). Sort
of midieval-like with swords, shields, and armor etc...
If I could keep those 2304 sprites in memory at all times
then I could just blit them to the screen faster than any
3D engine could create them. There will be many sprites on
the screen at a time but very few (maybe only one) would be
of the kind that requires 2304 sprites in memory.

>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 ;)

Well, I'll have to look at it when you get it finished. If it
IS really fast then maybe I could make a BETTER game with LESS
WORK just using the 3D engine instead of sprites.

> >   - 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 ;)

Well, it wouldn't HAVE to have reflecive surfaces if I created
the textures with a raytracer (like POV-ray) things could sort
of LOOK shiny even if they weren't really.

>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=repeat(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.

Okay, that makes sense. I don't suppose it would have much
effect on a game like mine anyway since all the 3D stuff would
be small objects.

>
>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, of course 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...

No kidding. I'm trying to find the best BALANCE of looks and
performance. I'll probably end up testing each possibility
before I choose which I like best.

>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?

Not for every LEVEL, for every CHARACTER. And if it takes too
long, that's only going to be once per game.

Well I hope I answered some of your questions

later,
Lewis Townsend

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