Re: Resident Evil 4 and Final Fantasy 10 coded In Euphoria?
- Posted by mtsreborn at yahoo.com Feb 13, 2001
- 370 views
--- 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