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- <large surface area. It's the surface area that 'hurts'. The other
- <factor is that the engine doesn't stop drawing when it hits a
- <transparent wall. It has to keep going until it finds a solid one - so
- <a transparent wall automatically means lots of additional drawing
- <beyond the wall itself, as if you can see directly into yet more
- <rooms. This just adds to the problem.
-
- Ok, I got it..
-
- <Sprites are much smaller, they don't increase the complexity of the
- <room and they are not perspected. This all helps a great deal. BM's
- <wall calculation is optimised for non-perspected (face-on) walls so
- <sprites will draw a little faster anyway.
-
- Great to hear... I was starting to think that it would be as in some
- shoot'em ups that start to crawl with many enemies on the screen.
-
- <I'd like to avoid having to do this if possible, because it's quite
- <involved and I have less and less free time these days. :)
-
- Yep, we just buys your accelrator instead:-)
- Don┤t kill your self with work man...
-
- <If you want to see this sinewave trick in action, then look at the sky
- <texture in quake as it reaches the horizon - you will see that it
- <starts to 'stretch'
-
- Yes, and if you look up in "Dark Forces" you get that effect too.
-
- Thanks for your explanation, now I have much more flesh to my
- bones... Hmm I wonder what kind of dream machine you would need if
- the 3d engines wasn┤t cheating??
-
- Cheers,
-
- Sebbe Gustin
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