| ndesle April 05, 2002, 03:36 AM |
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First of all, thanks for all the positive reactions. It's nice to hear people like what you're doing...
Here are some replies to things mentioned in the posts above:
- Lens flares: yeah, you are all correct, they are not very good. I need to spend some more time with them to make them less obvious. I've been playing around with Serious Sam and that engine has very nice lens flares. I'll try doing something like that in the future
- fps varies on my PC. It all depends very much on the scene. The sheepworld runs at a nice 30-40fps (320x240, 1x1 pixel accuracy, 4x4 intial blocksize for subsampling), the lollypop scene, if zoomed right up to the ball of the lollypop goes down to 2 fps worst case. In most scenes, it's not the object count that decreases the fps. Texture detail and number of lights and size of reflective objects on the screen have a much larger impact.
- Antialiasing: I dunno, the engine is slow enough as it is without bothering with any of that just yet.
- Sir Llamalot: I have interactivity in my engine, it's just not activated in the demo. Maybe I'll release an interactive version that has the same timing but no camera paths and it lets you fly around yourself. Mail me if you are interested in this and I'll see what I can do. Oh, there are actually two levels of reflection at the moment. It's a #define. Ideally, I'd like to make it dynamic based on the detail the reflections are showing. You also asked about what primitives I can use, they are: Spheres, Planes, capped cylinders and triangles.
- Davepermen: I decided against using OpenGL for primary ray intersections because profiling showed me most of my time is spent in the lighting/shadow/reflection code anyway and I didn't want to base my code on OpenGL too much. Right now it's still quite possible to write a custom software renderer for my engine (first versions of the engine were based on tinyPTC) since it basically needs to be able to draw an RGB 32bpp interpolated square. Lensflares and fading out are fluff anyway.
Cheers and see you later!
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