Path: utzoo!utgpu!watmath!watserv1!watdragon!bmacintyre From: bmacintyre@watdragon.waterloo.edu (Blair MacIntyre) Newsgroups: comp.sys.amiga.tech Subject: Re: 3D-graphics Message-ID: <18765@watdragon.waterloo.edu> Date: 28 Nov 89 23:28:39 GMT References: <1470@cc.helsinki.fi> <18344@watdragon.waterloo.edu> <3440@convex.UUCP> Reply-To: bmacintyre@watdragon.waterloo.edu (Blair MacIntyre) Organization: University of Waterloo Lines: 56 swarren@convex.COM (Steve Warren) writes: >bmacintyre@watdragon.waterloo.edu (Blair MacIntyre) writes: >>PKONTKANEN@cc.helsinki.fi writes: >>> I haven't yet decided what kind of graphics routine to use. >>>It should make possible to move anywhere in arbitrary 3D-world in >>>real time. Does anybody have good ideas how to do this? >> >>On an Amiga, I feel quite confident in saying this is _not_ possible in >>general (see above ). > >What did the Rainbird guys do to get the 3D graphics for Starglider II? Note that I said "In general" I went on to say that as soon as you start making simplifying assumptions, such as a fixed size world, things can be spead up. Specifically, if you know the range of values you will be given, it should be possible to write a fixed point math library which is significantly faster than a generic floating point library. An example of generality: I wrote a simple surface patch routine. If I use Bezier or Cardinal Spline basis matrices, the patch's get rendered fine. If I use a normal B-Spline, it screws up. Why? The FFP library isn't precise enough. Somewhere in there, I lost enough precision to screw it up. How do I know this? I recompiled with the IEEE library and it works just fine. So, a simple assumption which would double the speed right now would be that I wouldn't do things that would kill me with regard to FFP precision. In a game _I'm_ writing, that's simple to enforce. >I realise the landscape was pretty sparce compared to a city, but maybe >a trade-off using similar techniques would work? Like I said, restrict yourself, perhaps in area or viewing positions. ( although I don't think the last one will matter ) >Starglider is really smooth. Maybe if the frame-rate was reduced by a >factor of four a proportionate increase in complexity would be possible. It is indeed. I was impressed when I first saw it. -- -- Blair MacIntyre, Professional Leech on Society ( aka CS Graduate Student ) -- bmacintyre@{watcgl, watdragon, violet}.{waterloo.edu, UWaterloo.ca} -- Dating, verb: prearranged socializing with intent.