Re: [Algorithms] FW: [CsMain] Scene Graphs
Brought to you by:
vexxed72
From: Timur D. <ti...@3d...> - 2000-09-06 08:32:35
|
As i see there`s quite a bad situation on SG scene.. most engines implements thier own propritary scene graphs, some better some worser, this days 3D Engine = proprietary scene graph. (as in old days 3D engine was set of fast rasterizers) but there`s no standart, and now after Fahrenheit blowup, seems there`s no hope for standart SG in nearest future, unfortuntaly _______________________ Timur Davidenko. 3Dion Inc. (www.3dion.com) e-mail: ti...@3d... ----- Original Message ----- From: "Ko, Manchor" <MAN...@ca...> To: <gda...@li...> Sent: Tuesday, September 05, 2000 11:48 PM Subject: RE: [Algorithms] FW: [CsMain] Scene Graphs > I completely agrees with akbar and Stephen on this. Even if you decided not > to use an off the shelf scene graph API. Do built one yourself. If you think > you can do a good one. It is not a trivial task to built a good one. This is > an area that I have done quite a lot of work on. > > The SGI/Microsoft ill-fated Fahrenheit would be the cross-platform Opengl++. > You know what happened to it. Fahrenheit is actually architected quite well. > But that is another story.... > > -----Original Message----- > From: Akbar A. [mailto:sye...@ea...] > Sent: Tuesday, September 05, 2000 1:20 PM > To: gda...@li... > Subject: RE: [Algorithms] FW: [CsMain] Scene Graphs > > > hey, > > >Hence, whilst it's theoretically possible to make your game > >run faster by writing it all in machine code > you would have to be one very smart person to pull this one off. topping of > what the compilers' are generating is getting harder and harder (iirc vc7 is > coming out later this year), plus there is the time it takes to write good > low-level code :| > > >When it first appeared, everyone wanted to get at some lower level > >'bare metal' interface to the hardware for speed. > yes, i find this quite funny. remeber when everyone was like "give us the > metal" and saying other things like this. then when they finnally got it > with the psx2 a lot of them ran into problems (but they learnt a lot ;) > > > >lots of people complained that it stifled their > >creativity and wouldn't let them get at pixels in the > this is somewhat true. there where some really cool demos back in the dos > days that never made the converge to OpenGL. > > in general scenegraphs are good, they lay out a lot of foundation work so > you don't have to reinvent "to much" of the wheel. > > btw, new movies up at www.sgi.com. > > > > > peace, > akbar A. > > > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...]On Behalf Of > Stephen J Baker > Sent: Tuesday, September 05, 2000 1:22 PM > To: gda...@li... > Subject: RE: [Algorithms] FW: [CsMain] Scene Graphs > > > > > At SIGGRAPH 1999 there was a paper/panel session called "Scene Graphs: > Wired > > or Tired" to discuss this, although not necessarily from a game > development > > standpoint. > > > I think scene graphs are like so many other aspects of making high > performance applications - we used to write machine code - compilers > were considered terribly inefficient. Now compilers are getting > better (so they are less wasteful) - machines are getting faster > (so we care less) - and machines and our programs are getting > COMPLICATED (so writing machine code is less possible). > > Hence, whilst it's theoretically possible to make your game > run faster by writing it all in machine code - nobody does > that anymore. > > I think the same thing happens with API's like OpenGL. When > it first appeared, everyone wanted to get at some lower level > 'bare metal' interface to the hardware for speed. I don't think > anyone is advocating that anymore...for much the same reason > that we don't use raw machine code anymore. > > Well, Scene Graph API's are quite possibly the next stage of > evolution. There is no doubt that IF YOU KNOW WHAT YOU ARE > DOING you can get better performance by writing your own > low level engine to the 'raw' OpenGL. But as multi-pass > rendering, shadows, etc get more and more complicated and > the machines get faster and the scene graph API's get better, > I believe there comes a point where you shrug your shoulders > and say "who cares" about the small performance loss that > comes from a generic rendering API versus something more > optimised to your application that you could have written > yourself. > > Just as with compiler technology, the point where you decide > to switch depends a lot on how demanding your application > is and how skilled you are. Red hot x86 machine coders > writing state of the art games were writing machine code > long after the amateur Tetris clone writers had switched > to C compilers. > > Another aspect to this was that when OpenGL first appeared > on the PC, lots of people complained that it stifled their > creativity and wouldn't let them get at pixels in the > frame buffer. It's really noticable how those sorts of > complaints have tailed off over the last few years...I > think we hear the same things about scene graph API's. > > For some people "it forces us all into the same mold" > For other people "it liberates me from having to think > about the polygons so I can concentrate on higher > level stuff" -- like physics for example. > > Finally, what forced people into using OpenGL (or D3D > for that matter) was sheer hardware necessity - and it's > my view that this too will happen to scene graph API's. > > We are already seeing with nVidia T&L cards that you > need to lock your data into particular chunks of memory > and send data to the card in carefully chosen chunk sizes > if you want to get the very best performance. Those are > the kinds of *ugly* things that applications shouldn't > have to deal with - they should be hidden inside a well > written scene graph API - and if it were standardized > across various cards, it could hide these kinds of > hardware differences that OpenGL and D3D cannot. > > SGI's new 'shader language' is an example of this too - > it's not a 'scene graph' API - but another way to look > at a higher level rendering API. As scene graph API's > are to geometry, so shader languages are to state. They > can play nicely together too. > > Scene Graph/Shader API's *will* be the next step - it's > just a matter of when the balance tips in their favor. > > One thing that DOES concern me though is the lack of any > prior 'open' standardization efforts in this area. I was > saddened that OpenGL++ didn't ever appear. > > Steve Baker (817)619-2657 (Vox/Vox-Mail) > L3Com/Link Simulation & Training (817)619-2466 (Fax) > Work: sj...@li... http://www.link.com > Home: sjb...@ai... http://web2.airmail.net/sjbaker1 > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |