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Posted 27 November 1999 - 06:58 AM
Posted 25 November 1999 - 10:28 AM
Uh... let's say that our engine ran at 250fps. And another engine ran 90fps. To the 90 engine, we added some moving objects, buildings, ect. An the FPS rate went down to about 75. Now you can gradually see a difference in speed with your eye. Let's say we do the same thing with our engine, and it goes down to 235fps. You couldn't notice a difference because it hasn't gone down below your screen monitor rate. So we could still ADD more with our engine, without the public noticing a difference in speed, while if we kept adding more to our 90 engine, the more you add, the slower the game,and thus wise the public sees the difference. Hope that helped.
Posted 25 November 1999 - 11:08 AM
Posted 25 November 1999 - 11:39 AM
You really need to create a complex scene for a demo which really pushes your engine to its limits to impress people, not by showing something that resembles an OpenGL tutorial program. I suggest building a mini-game of some sort where the player can at least walk around the environment because unless the developers of an engine are using it to build a game people will always be suspect of its quality and no one wants to invest a lot of time/money into an untested technology.
Posted 25 November 1999 - 02:06 PM
Posted 25 November 1999 - 02:53 PM
I HATE stupid plugs like this! This belongs in a special forum called "Trash Bin" because not only is this an "Your Announcement" but its a stinky one.
Posted 25 November 1999 - 03:05 PM
"Matrix 3D is a poweful commercial engine, used to create high quality games. The engine is under design by Joe, and Eric. The engine will be sold to separte commercial companies interested in buying Matrix 3D"
(note, I made no typos in that)
Funny, I've never seen a game made with Matrix 3D, and the website certainly doesn't list any. But I am impressed, because I've seen "Joe"'s and "Eric"'s before - they are high profile developers < /sarcasm >
I wish I knew what "separte" is because I'm sure its crucial to understanding this paragraph.
Oh yeah, after "you are being exited from Matrix 3D" and I stopped laughing, it took me right back in! Gees, I guess they can't afford to let people be "exited" in peace...
< /senseless beating of poor game engine developers >
Posted 25 November 1999 - 06:05 PM
Posted 26 November 1999 - 06:03 AM
I really agree with all of you. Showing a few cubes and saying that engine is fast, well that sucks. I am also developing a 3D Engine and I think it's quite fast, too, but I don't think Transformations or pure Rendering is what makes an engine fast. All engines share more or less the same code for Matrix and Vector-Math and even more the same renderer (Direct3D or OpenGL). If an engine with a software renderer is much faster than an engine doing the same in software then I am impressed, but when doing Hardware-Rendering .... !! I think rendering itself is quite fast now (Tranformations, Projections, Rendering Triangles).
But when it comes to Virtual Machines (For Scripting), Skeletal Animation Systems and stuff then it gets interesting and getting stuff like that fast is the key to get a fast 3D Engine. I have finished my scripting language PumpScript and it's Virtual Machine, and when I implemented it in my engine the framerates dropped about 50% (a few items were rotated and translated by scripts). After hours of tweaking everything went with just a hit of about 5-10% which can't be noticed.
Posted 26 November 1999 - 01:12 PM
I am not saying that AI (which for convienence will encompass virtual machines, skeletal animations, etc. which Phillip mentioned) is inferior to graphics, I'm just trying to point out that a game with a highly-optimized rendering engine and partially-optimized AI will generally run at a higher framerate on the same computer configuration as would a partially-optimized rendering engine and highly-optimized AI.
AI has generally been receiving a high percentage of CPU usage in today's games versus a year or two ago and this is a good thing.
And for reference I should state that I work on AI and general game logic professionally and graphics as a hobby.
Posted 10 June 2000 - 05:28 PM