From: skaller <skaller@users.sourceforge.net>
To: Brian Hurt <bhurt@spnz.org>
Cc: "Brandon J. Van Every" <vanevery@indiegamedesign.com>,
caml-list <caml-list@inria.fr>
Subject: RE: [Caml-list] OpenGL
Date: 11 Apr 2004 18:10:46 +1000 [thread overview]
Message-ID: <1081671046.20677.308.camel@pelican> (raw)
In-Reply-To: <Pine.LNX.4.44.0404110037090.25700-100000@localhost.localdomain>
On Sun, 2004-04-11 at 16:20, Brian Hurt wrote:
>
> Notice how I phrased my response. Especially since currently the vast
> majority of heavy computation is done on the graphics card, I'd expect the
> overhead of the API to be lost in the noise.
LOL! Not a chance.
Give someone a shadowing engine .. and they'll immediately
add 20 light sources to their game, move to a client/server
multiplayer model, and get their artists to render images
in 10 times more detail.
So what if the card can draw shadows in zero time?
I mean, there has to be some way to obsolete my
game box as fast as possible...
--
John Skaller, mailto:skaller@users.sf.net
voice: 061-2-9660-0850,
snail: PO BOX 401 Glebe NSW 2037 Australia
Checkout the Felix programming language http://felix.sf.net
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next prev parent reply other threads:[~2004-04-11 8:11 UTC|newest]
Thread overview: 20+ messages / expand[flat|nested] mbox.gz Atom feed top
2004-04-08 15:11 Jon Harrop
2004-04-07 16:07 ` Issac Trotts
2004-04-08 16:35 ` Jon Harrop
2004-04-08 20:19 ` Issac Trotts
2004-04-08 20:46 ` [Caml-list] Re: Triangle (was: OpenGL) Christophe TROESTLER
2004-04-08 22:25 ` [Caml-list] OpenGL Jon Harrop
2004-04-09 1:45 ` Brian Hurt
2004-04-09 2:57 ` Brandon J. Van Every
2004-04-09 10:57 ` Jon Harrop
2004-04-09 16:12 ` Brian Hurt
2004-04-10 4:32 ` Brandon J. Van Every
2004-04-10 4:59 ` Kenneth Knowles
2004-04-10 8:17 ` Nicolas Cannasse
2004-04-11 6:20 ` Brian Hurt
2004-04-11 8:10 ` skaller [this message]
2004-04-11 9:23 ` Brandon J. Van Every
2004-04-11 12:08 ` Jon Harrop
2004-04-11 12:01 ` Jon Harrop
2004-04-09 12:52 ` Issac Trotts
2004-04-08 16:37 ` Anil Madhavapeddy
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