Re: [Plib-devel] Re: KobayashiMaru & plib
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From: Wolfram K. <w_...@rz...> - 2000-08-08 18:10:53
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Alexander wrote: >Those objections have been already told to me bu a friend, but if you >imagine space as one giant room with no portals, how fast is the >part that renders this? Interesting question for me. I think it wont be faster, probably even slower than other methods. The optimizations (portals) don't work. It is known even some Quake levels that are not well suited for a portal engine are fairly slow. >And: Quake, Quake, Quake, all people in my real life play Quake. >There are a lot of players, editors, engines - I just hope by >saying - "hey, my game uses free quake" to attract those people, >especially the ones that design models to my game... Quake models can be converted and imported into plib (but I haven't tried it), so people creating Quake models can contribute to your project even if it doesn't use the Quake engine. >No, it's the _third_ source: > 1. too many polygons due to bad (3ds-converted) models > 2. my own code (I know where I loose time) > 3. plib > 4. but there's no fourth ;-) Like Steve said already, you should check out what part of your program costs how much time. Turn off all drawing, then just the text, then just the lines, then just the rest, then maybe parts of your code (I don't know how complicated, for example your AI, err KI is). Bye bye, Wolfram. |