Path: chuka.playstation.co.uk!news From: alex@teeth.demon.co.uk (Alex Amsel) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 3D engines Date: Wed, 09 Apr 1997 13:01:25 GMT Organization: Into Beyond Lines: 46 Message-ID: <334e8f46.1862969@news.playstation.co.uk> References: <3347dd19.3248416@news.playstation.co.uk> <3348D38C.1DC1@interactive.sony.com> <334A3648.1873@micronetics.com> <3349266B.7BD4@interactive.sony.com> <3349a345.33045335@news.playstation.co.uk> <334A3058.218B@interactive.sony.com> <334b3a68.199522@news.playstation.co.uk> <334B7A3E.D59@micronetics.com> Reply-To: alex@teeth.demon.co.uk NNTP-Posting-Host: teeth.demon.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.335 On Wed, 09 Apr 1997 12:15:10 +0100, Jim did quoth at me: >There is so much the yaroze cannot do with these libs. I would hate to >port my bsp engine to it simply because it cannot 'really' generate >polys on the fly. Yes I know you could modify a tmd structure, but that >is a hack, inelegant and not the way I work. Data structures are a big point/problem. They tend to be more project specific for a start. These are a vital part of improved algorithms. I can't exactly bsp (or similar) my objects or map and then insert the data into TMD format where it then has god knows what done before going into a primitive format and keep the algorithm running at an optimal level. This 'god knows what' section is also important - I don't know what gs does underneath. It doesn't matter how optimised it is, there are almost always better ways of providing the data. Without knowing internals it is hard to improve on this part. BTW: I know there are commercial developers with a Yaroze (/with them on order) and I know they are disappointed with what they got because they wanted to just play about. Some people (most people?) didn't get the Yaroze to write a whole game (which is quite a difficult feat anyway). gs questions to someone with a lot of experience with it - how good is it at throwing out polygons that are not on the screen? Does it to polygon clipping or does it leave it to the hardware (which isn't meant to be good at clipping, particularly horizontally)? >> What are the best games on the Jap site? I saw that ftptest one which >> was alright. I checked out that other one that was mentioned. It isn't bad although it has been kept pretty simple. The map is made of large blocks etc. It does show what /can/ be done with gs I expect. Remember I never said it wasn't good, just that it shouldn't be the only option. In the same way that Argonaut's BRender is only good at certain things although (/because) it is also very generalised. * Alex Amsel * Into Beyond Web Design & JAVA Programming * * http://www.intobeyond.com * WWFC Play off ****ers'97 * MM: "Hand the opposition the lead, the supporters love it"