commercial engine questions

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
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LonnieTC
Posts: 10
Joined: Thu Dec 09, 2004 12:48 am

commercial engine questions

Post by LonnieTC »

Hello all,

I am extremely impressed with the Irrlicht engine and am gearing up to use it in a project but had a few questions that I hope some one can answer for me.

Being new to the gaming community and engine development, I had done a little research on the web into various types of existing commercial engines as well.

I noticed that some commercial engines such as the A6, or a few that I have seen on TV seem to have very good quality graphics, almost to the point of real-time ray tracers which I don't think are possible yet, while still maintaining very high frame rates.

The question comes to my mind as to how they might be doing this?

Does it have some thing to do with being able to handle very large polygon counts?

Maybe in the renge of several hundred tousands at a given time?

Or is it someting else?

Perhaps clever utilization of threading or something along these lines.

Anyway, I am just trying to learn more about gaming engines and how these companies can achieve such high quality graphics that I thought I would ask the forum and maybe get some insight from the wonderful experts that have been so nice to answer my questions since I have joined.

Thanks again and have a great day,
Lonnie
Tyn
Posts: 932
Joined: Thu Nov 20, 2003 7:53 pm
Location: England
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Post by Tyn »

It's not always the engine which makes games look good. Without seeing the code I couldn't say, but my guess is that they have a greatly optimised engine and the rest they do with shaders and top notch modelling and skinning. If we knew how it was done then ID wouldn't be able to sell licenses of their engines for like $100,000 or whatever it is.

Judging from what I have heard about the Quake2 engine that was open sourced, it seems to have a lot of hacks and workarounds. A group of experienced guys who know how to squeeze those extra couple of frames here and there I'd guess, releasing the modellers and artists to produce higher quality work that will still run at a good speed.
etcaptor
Posts: 871
Joined: Fri Apr 09, 2004 10:32 pm
Location: Valhalla
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Re: commercial engine questions

Post by etcaptor »

LonnieTC wrote:Hello all,
Does it have some thing to do with being able to handle very large polygon counts?

Maybe in the renge of several hundred tousands at a given time?

Or is it someting else?

Perhaps clever utilization of threading or something along these lines.
Lonnie
You can get high frame rate if your scene is well arranged toward game engine.
You must careful choice your camera culling, size and place of meshes on the level. I think even that it's not related with game engine but with engine/level treatment .
Guest

Post by Guest »

it is a terrible engine with old pc,because it won't display anything unless your pc have a graphic cards(stupid engine),i 've tried it two or three time but i've never can render my level.
eXodus
Posts: 320
Joined: Tue Jan 04, 2005 10:07 am
Location: Canada
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Post by eXodus »

I you're talking about the software renderer, its still buggy.
Guest

Post by Guest »

no 3dgs6 engine althoug its cost 100 $ but i really hate it
Guest

Post by Guest »

@LonnieTC

Maybe you should read about Scenegraphs first.

http://developer.nomadph.com/guest004.html
Electron
Posts: 874
Joined: Sun Mar 14, 2004 12:05 am
Location: Massachusetts USA

Post by Electron »

Much of speed comes from being able to avoid drawing what is not seen. I have developed a portal rendering system with irrlicht (http://irrlicht.sourceforge.net/phpBB2/ ... php?t=5192) for dynamic objects and am working on a sector based PVS system (that will work hand-in-hand with the portal system) for large static meshes (i.e. the level mesh)
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.

Crucible of Stars
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