Re: Resident Evil 4 and Final Fantasy 10 coded In Euphoria?

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--- stabmaster_ at HOTMAIL.COM wrote:
> >The following is teh library to write;
> >- A 3D Graphics library featuring;
> >- Gouraud Shaded, textured, lit polygons
> >- 100% Euphoria code
> >- At least 300 Polygons Per Second, interpreted
> >- Routines for doing 3D math, eg cameras,
> rotations,
> >backface culling, and dynamic lighting.
> 
> Why would anyone want to write these kind of things
> in 100% Euphoria??? It 
> might be cool for testing purposes, but you wouldn't
> be able to actually 
> *do* anything with it.

If the polycount is 300PS interpreted, then it would
be 
a lot more when translated and compiled.
Note that Beta-1 is even faster than Alpha-4, and
future versions will be aswell.
The reason for doing it all in Eu is simple;
portability.
Eventhough using ASM might work for Euphoria right
now, as only Intel machines are supported, I'm
personally looking into porting issues for Euphoria on
different platforms. I discuss it a lot with Rob, and
he's interested too, as you might have notticed.
So it's cool to have a portable 3D library for
Euphoria, wich works on any platform, and not to
mention is easy to grasp for EUphoria coders that
don't know ASM.
  
> Why don't you just use OpenGL anyway ?

Because it's Win32 only.
For Euphoria atleast.
I have not seen a Linux wrapper, but even so, Mesa
should be supprted aswell, as my deveopment code goes
as follows: Support DOS, because you'll be supporting
Windows, OS/2, Linux, etc. all together, since they
can all run DOS programs.

OpenGL is btw not in source form, the goal is to get a
Euphoria library, not some C library.
If that's what we needed, why not compile the Quake
III
engine into a DLL and use it from Euphoria, as a
matter 
of speech.


Mike The Spike

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