The newest and HOTTEST 3D Engine!

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18 comments, last by komi 23 years, 10 months ago
This may sound stupid, but what exactly is "FPS"?
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fps=frames per second
how did you guys view the webpage? I just see a banner.. tried netscape and IE..
FPS can also stand for "first-person shooter", but you can always tell which abbreviation it is based on the context in which it is used.
foofightr: You have to wait quite some time. It's an annoying Flash site, that takes ages to load and even longer to display completely...

/Alex

/Alexander Deruwe
Hi !!

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.

Phillip Schuster

Phillip Schuster
I have to disagree with Phillip regarding what qualities make an engine fast. Nearly every 3D game in existence spends a majority of its processing time on the rendering of the graphics. Engines differ greatly in their data structures and organization of data to send to through the graphics pipeline and it is up to the development team to show off what the engine is good at and hide what it is poor at. For example, the Quake engines are great at what they do (static, indoor geometry using BSP trees and PVS) but imagine if someone made a Tribes-like level for Quake I/II/III, it'd be terrible.

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.

The newest, hottest, and FASTEST 3D engine in design is "MATRIX 3D. This engine can currentlt process 350fps! With added texture and sky, it should run around 300fps! One of the FASTEST! Please visit there site at:
http://matrix3d.cjb.net

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-komi

http://matrix3d.cjb.net

I'm moving this to the announcements forum and closing it.
I laughed so hard at this one that I couldn''t resist at bringing it back.

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