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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