How would you utilize additional processing power in ioquake3(Quake)
Members - Reputation: 141
Posted 04 June 2012 - 12:48 AM
I am doing some research using the Game engine ioquake3. We were able to reduce the processing time to a certain amount while maintaining the Game's sanity.
As a next step, I am looking for ideas to benefit from this additional CPU space. I want implement ideas that would prove that this additional power is beneficial. Currently, I am reading in these forums to find some ideas for it. So, I thought why shouldn't I just ask and see what answers I may get.
For example(this is just off of the top of my head, so please don't focus on this example), with more CPU power, you would have the possibility for bigger maps with more players. This should open doors for creating more diverse style of play-modes, such as King Of The Hill...etc
Any feedback is welcomed!
GDNet+ - Reputation: 10428
Posted 05 June 2012 - 03:23 PM
It applies to fixed-platforms like game consoles or embedded devices, but the ever evolving PC platform is a moving target -- essentially every time Intel or AMD speed-bumps their CPUs, or AMD or nVidia introduce a new GPU, you can do a little bit more.
throw table_exception("(ノ ゜Д゜)ノ ︵ ┻━┻");
Members - Reputation: 276
Posted 06 June 2012 - 03:07 PM
More advanced AI bots, destructible environments, strange vehicles, and strange weapons would all be more worthwhile uses of spare cpu cycles in Quake.