thanks for ur reply abt the engine war

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gamedev_adi

thanks for ur reply abt the engine war

Post by gamedev_adi »

thanks guys,u really proved that irrlicht has a very active and good community.actually i meant that ogre3d's developers have a contract with the softimage3d team which provide new support and features.due to this,ogre3d grows at a good pace.but irrlicht is also not much behind.i was talking abt animation blending,so i wanted to ask whether irrlicht can implement a parent-node system to use the animation blending.another questiin that i wanted to ask os that does irrlicht is able to support opengl 2.0 features and can the opengl's frame rates be more optimsiered.i also found a interesting article on devmaster.net that describes ways to optimsied the 3d engine capacities.and last but not the least, guys who want to check the code of quake 3 in dx,can check this link(http://www.dxquake3.dsl.pipex.com/).the developer has reverse engineered the code to use dx.bye
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Re: thanks for ur reply abt the engine war

Post by AssiDragon »

gamedev_adi wrote:thanks guys,u really proved that irrlicht has a very active and good community.
Of course it has! :twisted:
gamedev_adi wrote:actually i meant that ogre3d's developers have a contract with the softimage3d team which provide new support and features.due to this,ogre3d grows at a good pace.but irrlicht is also not much behind.
Um no. I think the XSI licence means they can provide closer relationship with the XSI products (such as exporters and importers for OGRE), but it doesn't really affect the engine itself as in terms of rendering quality.
gamedev_adi wrote:i was talking abt animation blending,so i wanted to ask whether irrlicht can implement a parent-node system to use the animation blending.
Irrlicht works with a variety of modells, and this has some drawbacks - the common denominator. Animation blending would be tricky to add with modells such as MD2 or MD3, which are keyframed and not skeletally animated. Well, at least this is how I perceive it - I could be dead wrong. (That wouldn't surprise me either. 8) )

But you can use Cal3d for that. I saw it done on this forum, and a coder I know also succesfully did it. So, it's doable, most certainly!
gamedev_adi wrote:another questiin that i wanted to ask os that does irrlicht is able to support opengl 2.0 features and can the opengl's frame rates be more optimsiered.
I don't know about ogl 2.0, but about OpenGL framerates - I'm not sure hwo much optimalizations Irrlicht got since I last used it, but if OGL works slow there it might not be Irr who can be faulted (only). Different drivers and cards provide different OpenGL performance, which can result either spectacularry or sluggishly (take ATi cards for one, they simply don't coop with OpenGL too much). I take OGL over Dx because OGL gives far less bugs for me, but many many many people say Dx runs a lot faster for them. :?
gamedev_adi wrote:i also found a interesting article on devmaster.net that describes ways to optimsied the 3d engine capacities.
Hey! I demand a link to it! :D Don't make me curious and leave me in the dark. 8)
gamedev_adi wrote:and last but not the least, guys who want to check the code of quake 3 in dx,can check this link(http://www.dxquake3.dsl.pipex.com/).the developer has reverse engineered the code to use dx.bye
...and for those who are into REALLY weird stuff, see Quake3 Raytraced: http://graphics.cs.uni-sb.de/~sidapohl/egoshooter/ . I believe Raytracing will eventually topple rasterization based rendering. Hell, I can't wait for it to happen. Only if nVidia or ATI decided to change...
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Post by Phenix »

...and for those who are into REALLY weird stuff, see Quake3 Raytraced: http://graphics.cs.uni-sb.de/~sidapohl/egoshooter/ . I believe Raytracing will eventually topple rasterization based rendering. Hell, I can't wait for it to happen. Only if nVidia or ATI decided to change...
Thank you for the link, actually it seems quite cool!
Sorry for the offtopic :oops:
Guest

Re: thanks for ur reply abt the engine war

Post by Guest »

...and for those who are into REALLY weird stuff, see Quake3 Raytraced: http://graphics.cs.uni-sb.de/~sidapohl/egoshooter/ . I believe Raytracing will eventually topple rasterization based rendering. Hell, I can't wait for it to happen. Only if nVidia or ATI decided to change...
As soon as a 36 GHz processor comes out you can count me in. :wink:
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Post by AssiDragon »

It wouldn't take a 36GHZ CPU, but rather a raytrace graphics card instead of the rasterization based cards (which are used today).
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Post by Guest »

well it's my opinion that there will be a 36GHz processor out long before there is ever a raytrace graphics card being sold to mainstream users. :(

I hope I am very wrong though, they could do some neat stuff with raytrace. :D
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Post by AssiDragon »

The problem is ATi, nVidia and economics. They won't start raytracing cards before the current type of graphics card don't run out of steam completely - afterall, with RT cards (which are also a strong interface/technology break) the current cards would pretty quickly become obsolete. Noone really wants that as they make huge profit from selling these cards.

That said, making 36GHZ processors isn't gonna happen soon either... hopefully. :?
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Post by Phenix »

It's quite normal that software rendering is slow, I get less than one frame per second if I try to execute the directX sdk examples in software mode.
I know that there are faster software renderer like the one of Irrlicht, but the visual quality is not great.
Look at this gallery:
http://www.openrt.de/Gallery/
If they don't say lies it's impressive, look at the rendering of sunflowers.
Another example here: http://graphics.cs.uni-sb.de/MassiveRT/boeing777.html
They can render a boeing 777 model with 350 million polygons at 1-3 frames per second on a dual cpu AMD Opteron.
And there is a prototype of a raytrace chip that can perform renderings like a Pentium 4 running at 8-12 ghz.
That prototype has got a frequency of just 90mhz...Here is the link: http://www.saarcor.de/
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