On 6/22/2011 2:45 PM, Steve Dekorte wrote:
http://www.youtube.com/watch?v=Nii1n8PYLrc

Thoughts?

interesting, but wasn't so fond of the music or graphics or skits...
a bit much like something from the 70s...

also, although mainstream languages aren't necessarily all that creative/concise/..., they have been well-proven in terms of their getting-stuff-done powers (nevermind that it has taken decades for things like closures to start to catch on, which is sort of a drawback).


dunno if anyone here cares much for 3D engines:

meanwhile, I am doing fiddly stuff, mostly working on GPU-assisted visibility-determination code, mostly to cull things earlier and boost overall performance in a 3D engine. basically, because there is no prebuilt BSP or visibility information, all this has to be done at runtime, and I am doing overal graphics similar to Doom3 (real-time "per-pixel" phong lighting and stencil shadows). the goal is to keep frame-rates reliably above 30-40 fps. as-is, it now generally pulls off 40-60 when no NPCs are on-screen and nearby.

mostly, it works by pre-culling (based on frustum/...) then drawing the scene flat-shaded, using color-codes to identify visible objects, which then proceed onwards to the much more expensive lighting/shadowing process (as much geometry has to be redrawn for each light source, and light sources are not exactly rare, ...).

or such...


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