home *** CD-ROM | disk | FTP | other *** search
- Path: news.vol.it!news
- From: bizzetti@mbox.vol.it (Fabio Bizzetti)
- Newsgroups: comp.sys.amiga.programmer,comp.sys.amiga.games,alt.sys.amiga.demos,in,comp.sys.amiga.advocacy,comp.sys.amiga.hardware,comp.sys.amiga.misc,comp.sys.amiga.graphics
- Subject: Re: AB3D II beats Quake....
- Date: 2 Apr 1996 11:55:33 GMT
- Organization: Video On Line
- Distribution: world
- Message-ID: <2965.6666T798T1982@mbox.vol.it>
- References: <4jov37$i1g@nadine.teleport.com>
- NNTP-Posting-Host: molcl9.vol.it
- X-Newsreader: THOR 2.22 (Amiga;TCP/IP)
-
-
- >: Imagine this.. I need a fast small polygons routine, and call the API.
- >: When the polygons are 2, it's ok, but when they're 20000, 99% of CPU time
- >: is wasted just only in the function call.
-
- > Then you use a count that is not #1
-
- > DRAW_Polygon(long count,ppolygon polygon);
-
- > Here, 1 call to render 4 billion polygon....
-
- >: Avoiding it and using inline code is already hardware banging.
-
- > BTW, calling a function on the amiga is jsr/jmp/rts . now compare to
- > the amount of processing done with the polygon setup routine its minimal.
- > But its there... thats why the Amiga OS need a redesign, in my view.
-
- > Stephan
-
- Sorry, but I dont wanna describe how my 3D sprites routines work, and it's the
- best example of an advanced routine that cannot be made with the method you
- describe. And anyway, should I lose my (c) to give it for free so it can be
- put into the API? I repeat, it's a lot hardware dependent anyway (AGA version
- is specific).
-
-
- /-----------------------------------------------------------------------\
- | Fabio "Maverick" Bizzetti - bizzetti@mbox.vol.it - Maverick* at IRC |
- | The maker of "CyberMan" and "Virtual Karting" |
- | working on "VirtualRally" & "StarFighter" |
- \-----------------------------------------------------------------------/
-
-
- P.S: sorry, but with "lotsa polygons/sec routine" I didn't mean a standard
- API's polygon routine, but the last "pre-calculated" state of the art routine
- (with limit in dimensions of polygons, etc.. all in tables) that, to work with
- an API, must be included in the API itself. Well, will we get an API of 1000Mb
- soon, will the revolutionary methods must become PD to be included in the API?
-
- The API just gets all the fastest games' methods, get the sources, and make
- a single all-comprehensive API that is simply all the code ever written put
- together? When someone writes a new Amiga game to make innovations, he invents
- a new method and he should (before he releases the game) write the new part
- of the OS's API, thus write drivers to get optimizations (needed for realtime
- use) for many different GfxBoards, to let anyone use his routines as well.
-
- Good for GNU; nothing to do with games/demos, because (and I am one of the
- people really sorry about it) this kind of "Communism" doesn't work in this
- field, because you get fucked everytime you try to be generous, while the
- others dont do it but just exploit others work. Communism works among
- Communists, not among parassites, and who *invents* rather than use or copy
- others' work, will never let parassites exploit him so easily. People tend
- to confuse Communism with "some work some don't", while it is "we all work
- together". The first option is just another kind of capitalism. This is the
- same for games/demos coding, where there's a software evolution or revolution
- every time the last stunning new routine is released (not often last times..).
-
-