Dear all:
I do some experiment use the TV3D6 and irrlicht0.9 the same terrain and the same model. 100 model and polygon is about 30,000 tirangle. the TV3D6's fps 80 and irrlicht's fps 15.
Anyone has the comment
ttom
what different between Commercial and opensouce
Re: what different between Commercial and opensouce
what videodriver did you use for irrlicht?ttom wrote:Dear all:
I do some experiment use the TV3D6 and irrlicht0.9 the same terrain and the same model. 100 model and polygon is about 30,000 tirangle. the TV3D6's fps 80 and irrlicht's fps 15.
Anyone has the comment
ttom
ps: if you dont like irrlicht, shut the f*** up, dont spam this forum, and piss off
Dear All:
Sorry for that. I just do my project and it is the irrlicht. It is great engine, I really can modify what i want. But when I project grow up. I want more person on the screen. I found the phenomenon. So I had the question and I want to know how the commercial engine to do some thing.
Sorry again.
and sorry for my poor english.
ttom
I use the Ti4200 ,ram(1G) and CPU(AMD 1.5G), DX8 and DX9
Sorry for that. I just do my project and it is the irrlicht. It is great engine, I really can modify what i want. But when I project grow up. I want more person on the screen. I found the phenomenon. So I had the question and I want to know how the commercial engine to do some thing.
Sorry again.
and sorry for my poor english.
ttom
I use the Ti4200 ,ram(1G) and CPU(AMD 1.5G), DX8 and DX9
It sounds like you need something along the lines of Raknet It is a network library.
If it exists in the real world, it can be created in 3d
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
@ttom-- In order to make anything beyond a wild guess, it
would be necessary to see a comparison chart as to
the exact mehods you employed in both systems.
Such as using the exact same model format in both.
The same textures. The lack of physics objects in either.
Why don't you make a chart showing the outline of all
the steps and procedures that you used. And make it
complete, how you set up the camera, octrees or not.
The use of any rendering techniques in either. Then
we can see if it is a true comparison, based on identical
techniques employed in both test applications. You may
also wish to provide links to these demos to provide a
better understanding as well. Then and only then can anyone
say with any type confidence that there really is a difference
and not just someone blowing smoke up the old keister.
Looking forward to your presentation.
would be necessary to see a comparison chart as to
the exact mehods you employed in both systems.
Such as using the exact same model format in both.
The same textures. The lack of physics objects in either.
Why don't you make a chart showing the outline of all
the steps and procedures that you used. And make it
complete, how you set up the camera, octrees or not.
The use of any rendering techniques in either. Then
we can see if it is a true comparison, based on identical
techniques employed in both test applications. You may
also wish to provide links to these demos to provide a
better understanding as well. Then and only then can anyone
say with any type confidence that there really is a difference
and not just someone blowing smoke up the old keister.
Looking forward to your presentation.
If you're not making GREAT games
you belong in an institute!
The Game Institute.
www.gameinstitute.com
you belong in an institute!
The Game Institute.
www.gameinstitute.com
It doesn't sound to me that he's looking for a comparison of a commercial and opensource engine. Just looking for answers to how the commercial engine implements it's functions, such as entities and such. He talks about muti user in his last post, that's why I gave him the link to raknet.
If it exists in the real world, it can be created in 3d
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram