Re: [Algorithms] Terrain Organization
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From: Jim O. <j.o...@in...> - 2000-07-31 10:53:20
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Hail to scalability :-) Jim Offerman Innovade - designing the designer ----- Original Message ----- From: "Tom Forsyth" <to...@mu...> To: <gda...@li...> Sent: Monday, July 31, 2000 11:04 AM Subject: RE: [Algorithms] Terrain Organization > Indeed - my goal for graphics systems is that when they are released, they > should be able to bring even the best existing machine down to sub-1Hz speed > if you turn all the detail levels up, and yet have perfectly acceptable > performance on five-year-old machines with the auto-LoD system on. That way > you know (a) you've done a good job of scaling stuff, (b) you're pretty sure > you can re-use the engine (or something derived from it) for the next > project, and (c) people will still play your game in five years - it won't > look sad. Oh yes, and (d) you might get some good bundling deals with new > graphics cards - and they're always welcome. > > Tom Forsyth - Muckyfoot bloke. > Whizzing and pasting and pooting through the day. > > > -----Original Message----- > > From: Jim Offerman [mailto:j.o...@in...] > > Sent: 31 July 2000 08:09 > > To: gda...@li... > > Subject: Re: [Algorithms] Terrain Organization > > > > > > > As for not everyone having TnL cards, well, I thought that > > any game which > > is > > > *now* in development will probably run on fast systems. By > > fast I mean > > either > > > TnL, or on CPUs which are fast enough that regular cards > > don't suffer too > > > much. Anyway, this is up to you, it depends on you budget > > and a lot of > > other > > > things. > > > > If you are going to implement some form of CLOD (this is > > where Tom Forsyth > > would promote using VIPM - which is not a bad idea at all), I > > think you > > should couple the runtime error calculations to your fps... > > i.e. if your fps > > drops, crank down all lod levels in the game until the fps reaches an > > acceptable level. Your gime might be spitting out 100K tris > > per second on a > > souped up PIII with GeForce2 GTS and pump through a humble > > 15K on a PII with > > TNT PCI. > > > > And, since you have tied your CLOD calculations to the fps you could > > (theoratically) also truly design your game for the future - > > i.e. use models > > which by todays standards contain far to many triangles, the > > CLOD will keep > > performance acceptable on today's high end hardware and > > increase detail on > > tomorrow's hardware. Imagine playing Half-Life again, finding that the > > overall detail has increased by a factor ten. > > > > Jim Offerman > > > > Innovade > > - designing the designer > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > |