Guest Deemon Posted April 4, 2003 Report Posted April 4, 2003 Just wondering if anyone who has been coding on the SPV could tell me roughly how good it might be at handling polygons....and roughly how many it might be able to cope with on screen at any one time ? I know its dependant on other things like textures etc... but I just want to know if its worth pursuing a game Idea..... cheers
Guest midnight Posted April 4, 2003 Report Posted April 4, 2003 well, interstellar flames works great :wink: and there some advice on O's website.... http://www.developers.orange.com/docs/2003/02/24/
Guest Deemon Posted April 4, 2003 Report Posted April 4, 2003 Ive been doing a few test renders of my models at 176x200 resolution...they are surprisingly clear.... the only issues will be how fast it runs on the phone...... heres some ideas of what it could look like... All models are low poly...under 1500 that is...but most are lower... and tbh could go much lower if need be. Would be cool if we could get a test app done that displays polycount and framerate..then we could see how many polys we can push aroundpic05.jpgpic04.jpgpic03.jpgpic02.jpgpic01.jpg
Guest malloc Posted April 5, 2003 Report Posted April 5, 2003 Hum...Low poly would rather be like 30 - 150 poly max by object. And not more than 5 to 10 objects. That's the kind of perf I'd expect, if I had to code a 3D engine on the SPV. And due to packing/memory access issues, less than 256 vertices (to be able to index on a single byte). Also you have to keep in mind, that no floating point and no (or not very precise) perspective correction on the textures, small textures etc... would create quite a lot of jerkiness on the screen (as seen on Interstellar Flames)... malloc
Guest midnight Posted April 5, 2003 Report Posted April 5, 2003 yeh, it'd be more like starfox type quality to the 3d :wink:
Guest Deemon Posted April 5, 2003 Report Posted April 5, 2003 ok so then we would be best off going to sprites that are scaled up and down to give the feeling of 3d then.... thanks for the info Malloc
Guest midnight Posted April 5, 2003 Report Posted April 5, 2003 urk, dont know if that would work well really, that seems to work better for space harrier/afterburner/outrun style games., i think for a trek game it would be possible in 3d, just needs to be simple representations of the ships.
Guest Deemon Posted April 5, 2003 Report Posted April 5, 2003 ill have a look...id be loathed to use boxes for them though.... if we cant do it and make it look good then it aint worth it imho
Guest ClintEastman Posted April 25, 2003 Report Posted April 25, 2003 There's always X-Forge. http://www.fathammer.com/x-forge/index.shtml [edit] Sorry, slow on the uptake today, this info has been posted already...
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