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Software 3D speed goals


Software 3D speed goals

Postby DooMer_MP3 » May 7, 2003 @ 4:49pm

Hi there, I am currently working on a 3D library (mainly for myself to make a game) and maybe someday to sell for dirt cheap. However, I am unclear what to expect out of my 200MHz ARM processor in terms of speed. Does anybody know what some of the various libraries out there are pushing in terms of polygons per frame, and FPS?

As in, how many polys can you draw and maintain 25-30FPS in flat, gourad, textured modes respectively? Just curious if anybody can tell me some realistic goals to work to.

I am currently in a VERY unoptimized state doing 1100 flat shaded 1 light source polygons at 22FPS. How much further can I reasonably go? 5000!? 10000!? 20,000!?

I ask this because I'm not sure I have the time to delve into assembly and such, and am coming to terms with maybe just buying PocketGL and starting my game for real. It would be sad, because I've invested many evenings on my own little library, but maybe this is just too much for me...

What does everybody think? Aim high, do it myself? Or cave in to the library that is cheap and already available?

Thanks
Chris
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Postby vic » May 7, 2003 @ 5:23pm

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Postby Dan East » May 7, 2003 @ 5:48pm

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Postby DooMer_MP3 » May 7, 2003 @ 5:54pm

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Postby Dan East » May 7, 2003 @ 6:30pm

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Postby DooMer_MP3 » May 7, 2003 @ 6:41pm

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PocketGL, clearing the buffers etc

Postby Conan » May 7, 2003 @ 10:04pm

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Postby DooMer_MP3 » May 8, 2003 @ 6:00pm

Last edited by DooMer_MP3 on May 8, 2003 @ 6:05pm, edited 1 time in total.
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PocketGL, clearing the buffers etc

Postby DooMer_MP3 » May 8, 2003 @ 6:01pm

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PocketGL, clearing the buffers etc

Postby Dave H » May 11, 2003 @ 1:52pm

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which package

Postby Conan » May 11, 2003 @ 5:40pm

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