> I realized recently that here on this list (and 
> maybe not on this list), I have access to some of the best and brightest in 
> the 
> game development world. So... any ideas?

Ummm, I'm hardly the best or the brightest, and I'm not even in the 
professional game 
development world, but I've been doing an awful lot of OpenGL research just now 
for a 
freeware game I'm writing. So I thought I'd post . . .

With respect to the Spectrum/SAM, I did the 'not very good' partial Chaos 
remake, 
Anarchy about three years ago, and the slightly more recent 'fun but not 
brilliant' 
OpenGL Deathchase 3d remake with the exact same name. My current project is, 
continuing my immense lack of imagination, an OpenGL remake of the old PC game, 
Sports 4d Driving. But enough about me!

> I know this is a vague request, but currently we're 
> looking at doing any one of three different things - a 1st person 
> puzzlesolver/shooter, a real-time strategy game, or an updated port of 
> Tempest 
> ;-)

Did you play Tempest 4000, or 3000, or whatever it was called, the one that 
runs on 
those slightly upmarket DVD players? That was pure quality! This is speaking as 
someone who still has Tempest 2000 installed.

Anyway, in games with a first person display (or anything in a closed 
environment), 
people still slavishly follow whatever iD are doing in technology terms. Which 
means BSP 
trees, shadow volumes rendered using the stencil buffer (NVidia have some good 
papers 
on this), and if you have the latest GeForce or Radeon, per pixel lighting 
effects 
(everywhere on the whole internet seems to have papers on this).

For an open environment (which I assume you would use for a real time strategy 
game?) 
ROAM is a very simple but very good adaptive meshing approach for heightfield 
maps, 
although obviously it won't help a lot if you are using mostly an overhead 
view. Mind 
you, in that case a simple quad or octree would probably do, since surely level 
of detail 
isn't going to be an issue?

On the topic of octrees, HP and NVidia have occlusion extensions (in GL at 
least) which 
can really speed these up. NVidia support the HP extension as a subset of their 
own, the 
main difference being that with HP you describe a polygon and it tells you if 
any of it 
would be visible, whereas the NVidia extension tells you how much would be 
visible, 
allowing you to do some LOD stuff there too.

I don't think there is much to say about a Tempest update . . . volumetric 
shadows and 
per-pixel stuff would look nice, but I guess LOD and visibility is not an issue 
in such an 
engine, unless I am not thinking of something?

-Thomas
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