Re: ADV.Games & Java

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>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???

Hell no. It even got light flares, etc.

>>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...


Bla bla bla.. no hardware support trust me.
The AGP is just a special port, which is really really fast. Where they push
the graphical data down really fast. It does have built-in 3d-rendering yes,
available trough the Direct3D api, not through the standard directx-blit
that is used if software modes. You can choose which API to use: Half-life
software rendering, OpenGL, Direct3D (hal), Mini-openGL (for 3dfx) ..

Hawke, really an AGP is something totally different than a 3dfx card. 3dFx
renders and manages some of the special buffers, etc. in its own quick
memory. And if its a combi card like my Ati. It can put the final
blit-to-screen in its own video memory just a little faster than you can. If
you have a 3dfx card, it would still need another *real* video card to
output the graphical data. AGP is just a way too output such graphical data
really fast. No buil-in 3D tricks. I'm not going to debate this any furhter,
go lookup some doc.

>>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...

If I get a cheap AGP card, and put it in instead of my Ati, it would go
*just* as fast.
P2-Mmx-Agp is just really really fast.

>(since unreal doesn't have support for the s3 3d functions builtin,
>you will default to using directX 5/6 software/hal emulation)


Actually it does have support to them through the latest direct3d patch
(still pretty buggy), because like my Ati card, it offers its 3D services
through the direct3d api. Not through the AGP *port*!

>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...

Bad choice 640x480. Why dont you try 5?? * 3??, I dont know the precize
resolution, I do know its almost as fast as 320x200, I guess it doesnt
require any banks, or something like that, however it is an acceptable
resolution. BTW 640x480 is playable as well, though a bit laggy with the
outside areas. Really, get a cheap AGP card, and go see Unreal run like
hell. Or better yet, Get half-life and also experience a movie-like feeling.
(half-life is faster, though not suprisingly (it uses the Quirk2 Engine)
consists of many small maps, rather than many huge ones like Unreal blink

>and, ralf, would u think then, (as i would) that it would
>be a fair test thusly?

Yes, JIT vs Euphoria, would be a fair test. However we should also compare
Euphoria initialization time, and Java's, I guess. Since its actually
compiling! Maybe an direction for Euphoria to head ?

Ralf

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