Seems to be level of detail. A gamer isn't going to sue if the 3D model of the room he's playing in doesn't fit exactly with the 3D model of the plumbing from next door's toilet. http://www.cs.auckland.ac.nz/~trebor/papers/MOLO03B.pdf ABSTRACT The University of Auckland has been utilizing a multi-player game engine to develop an application (StringCVE) to coordinate architectural design and critique within a collaborative virtual environment (CVE). The initial emphasis of the research was to provide a low cost but feature rich alternative to commercial Virtual Reality (VR) in order to facilitate virtual design studios for architectural education. This paper summarizes case study feedback from beta tests, reports on current development, and positions the application relative to commercial VR systems and 3D CAD software. We propose that the most suitable use of game engine-based CVE is to support the early stages of design where teams can collaborate and evaluate iterations at a relatively low level of detail. In order for this to be a useful part of the design cycle the easy transfer of data (geometry and embedded information) from the game engine to 3D CAD software is crucial. We describe an integrated project database that allows correspondences between CAD representations and game engine resources to be maintained. This will allow a level of interchange between the game engine and typical CAD software sufficient to enable efficient use of StringCVE in the design and construction process. -----Original Message----- From: gameprogrammer-bounce@xxxxxxxxxxxxx [mailto:gameprogrammer-bounce@xxxxxxxxxxxxx]On Behalf Of Justin Coleman Sent: 25 January 2005 15:33 To: gameprogrammer@xxxxxxxxxxxxx Subject: [gameprogrammer] Re: Actual query (was: Re: game engine?) On Tue, 25 Jan 2005 04:03:09 -0500, grant hallman <unilogic@xxxxxxxxx> wrote: > Can anyone explain the major discrepancy in frame rate for > architectural software walkthru vs the typical Quake/Doom - even Descent - > game engine? > I would surmise it's a difference in mindset. Game coders know that their audience requires high framerate, and thus they're obsessed with optimization. The people who wrote the architectural program probably don't think performance matters, as long as what's on the screen matches what's on the blueprints. They're likely using brute force, just a big list of polys and no culling, etc. Then again, with a floorplan as simple as most I've seen, even brute force should give you acceptable framerate. Maybe they're not asking for hardware accel? -Justin --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html