Re: [Algorithms] Scalability costs
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From: Jim O. <j.o...@in...> - 2000-07-31 16:04:15
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> Great idea, does it really happen in practice? We seem to end up starting from > scratch every time. Or at least taking the old stuff, using it as a base, and > then rewriting most of it. New consoles don't help, of course :) I am quite a fanatic reuser... while some parts of my engine are written only yesterday, other parts are several years old and have survived many generations of my engine. I find myself constantly tweaking the parts of the engine which interface with stuff like direct3d (technology side) and such all the time, while my scenegraph (content side) has remained quite constant for several years now. > That definitely makes sense. All our geometry is going through the same > pipeline. CLOD does not make sense for us given time constraints, and it > doesn't fit the hardware too well either (according to our somewhat limited > research :). Next generation of games, we may try something a little more > procedural, but not for the mo.... Admittedly, I cannot really afford to spend much time on progressive meshes, my biggest worry at the moment is getting my game up and running. Still, I am always on my toes and looking ahead... Given the architecture of my engine, VIPM is the way to go for me, since it can be implemented in my engine with quite little effort (the hard part is writing the code that generates the VIPM...) and in addition it is _very_ hardware friendly. Jim Offerman Innovade - designing the designer |