I think actual VIS tools where really 'simple' apps. Not easy to
understand, how work or what generate (but not imposible, you can read
good papers aboud vising somewhere in the net)... but small apps.

I think can be posible to enhance vising tools in more complex ways that
actually.

A good direction can be to add some "ai", and let the app know about
r_speed limits. If the tool found that the result of a operation can be
a vis data that will generate a huge r_speed that will slowndown
rendering can activate auxiliar algorithm to cut down the size. The
simplest algoritm I can think is distance, cut areas beyond a distante.
This is posible and actually exist a tool named xhvis that do that
exactly. But that can be enhanced to infinitum by good coders with some
spare time and fun new ideas.

Other idea to enhance vising is to write a vising calc network. A
resident tool interconected to other similar tools at internet or lan to
 generate a virtual "render" farm. Can be the work cut down as pieces
to distribute calculations? Maybe users can help is favorite mappers
sharing some CPU cycles.  Anyway actual computers, and much important,
actual memory size, able mappers to work much faster nowdays than
before. So.. maybe this not needed nowdays.

Other fun/cracy Idea I have is to write a wireframe render, and let a
virtual agent (bot code?) to navigate the map, and use that real data to
cut down areas. Not all areas that the actual vis tools calculate, are
use by renders, has some areas where forbiden for players because
players size and weight (can't fly!). So... *maybe* its posible for a
extremly hardcore-good coders to write a insane optimizer this way.

Negative-Conclusion.

My idea about games/optimization, is that beyond a optimization level,
optimization not have sense. The time waste optimizing code, algorythm
or data structure can be to more usefull areas.  What can be better to
save wpolys? ....the solution is easy, to use epolys!... epolys can be
somewhat faster, and dont cripple bsp, so for high details or very high
details can be better to use entitys and not world polys. This how most
actual and future fps engines will work, and have sense, has If you want
to have a big rock gargoyle in a wall, Its posible that you will like
exactly the same in other location, reusing a lot of resources this way,
much better than modelling a lowpoly version of the gargoyle in both
locations (with redundancy penalty!).



Anyway I am not a lawy..^H^Hmapper.


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