Path: chuka.playstation.co.uk!pyrotek.demon.co.uk!jase From: Jason G Doig Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 3D engines Date: 9 Apr 1997 20:29:21 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 37 Message-ID: <9704092126.NA1094552@pyrotek.demon.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> <334B7033.44F8@interactive.sony.com> NNTP-Posting-Host: pyrotek.demon.co.uk X-Newsreader: NewsAgent 1.4r10ß > Can you please give specific examples of what exactly were you hoping > to gain by going lower than libgs? It would clarify the issue Here's one. I've got a really cool idea for a game, in which the engine needs to throw large amounts of triangles about. PSX should be good at this.... However, I don't want them on a 3d model. I don't want any perspective. I can bodge it, by zooming the viewpoint wildly in, but that's a horrible way to do it. With proper libraries, I can build the data to throw at the hardware to blast polys at the screen. The best you lot could suggest for the yaroze was to use an object with a single poly in it... now you can't tell me that doesn't come with overhead... and if you do, I won't believe you... I've asked around here at work, and no-one touches the gs lib with a bargepole. Cheers, Jase. -- main(){int e=4;char a[4],b[]="|@O N@N @A@ |O ",*c=a, /* Compilable .sig */ *d;while(e--){d=b;while(*d){while(*c++=*d++-32);while /* J.G.D 19/2/96 */ (--c!=a)printf("%16s",a);printf("\n");}if(e)printf("\n\ \ Jase@Pyrotek.demon.co.uk - http://www.pyrotek.demon.co.uk \n\n");}}