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Looking for 3D game engines and FPU?


Postby Mr X » Oct 16, 2003 @ 9:37am

I have just finished a port of the latest yeti 3d code. I get 30fps for a full screen doom type map. This is without any sound, much ai etc but is full 6dof.

Unfortunately I can't share the source as it is under an nda.

I also have Gapi3d which I am looking at taking over from the original author. Gapi3d is based on Gapidraw and uses similar calls to Direct 3d. I want to open source this if I can find any willing colaberators.
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Postby wayne » Oct 16, 2003 @ 4:21pm

Sean I'm not familiar with the GAPI stuff, but if the commands are simular to directx is there any possibility of hardware support/API translation layer for when POcket PC's get 3D acceleration?

How many frames per second should a Quake2/Quake3 quality level achieve?


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Postby wayne » Oct 16, 2003 @ 6:08pm

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Postby Conan » Oct 16, 2003 @ 7:02pm

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Postby Alexander » Oct 16, 2003 @ 7:29pm

I heard that the Diesel engine was only capable of displaying 1000 polys on an entire level...
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Postby wayne » Oct 16, 2003 @ 7:45pm

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Postby » Oct 16, 2003 @ 11:17pm

You're right, of course... the background is realtime-rendered :)

What is it that you're trying to do, out of curiosity..? Your initial post mentions volumetric 3d engines on PPC/Palm/Java platforms. Imho, if you're prepared to nail your game down to more specific requirements, you're more likely to get better results. Both in terms of supported platforms (e.g 3d performance on Java would be pretty weak, tho might interest you..) and the game type itself (e.g for a FPS-> indoor/outdoor levels, sprites/3d enemies, lit/unlit/dynamic lights, etc).

For the engine itself, as has already been said, your choices aren't great! From what I've heard though, what may lack in raw rendering speed, it makes up for in terms of development tools, support, etc which can really speed up the dev cycle, giving more time to spend on the game itself. In terms of performance though, the irony is that the coolest 3d engines are being done by independent game developers atm... who don't really have the additional resources required to handle engine licensing (documentation, support, fixes, demos/tuts, etc). And, for an engine as complex as the 4Sight engine (used in Gang Warfare), that adds up to a lot of extra work!

Diesel: I'm not really one to publicly bash companies... but anyone seriously considering paying the fee asked for dieselengine should email me. For half the money, i'll write you a way faster renderer. In HTML.
(Then again, they probably offer documentation and support for their engine, so its a tough call I suppose... :P)
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Postby Mr X » Oct 17, 2003 @ 12:32am

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Postby wayne » Oct 17, 2003 @ 4:44am

Last edited by wayne on Oct 22, 2003 @ 2:15pm, edited 1 time in total.
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Postby wayne » Oct 17, 2003 @ 4:51am

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Postby Mr X » Oct 17, 2003 @ 6:34am

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Postby bluescrn » Oct 17, 2003 @ 9:20am

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Postby wayne » Oct 21, 2003 @ 11:15am

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Postby Mr X » Oct 21, 2003 @ 2:41pm

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Postby chuawenching » Oct 21, 2003 @ 3:03pm

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