[gameprogrammer] Re: Actual query

  • From: "Chris Schnurr" <chris.schnurr@xxxxxxxxxx>
  • To: <gameprogrammer@xxxxxxxxxxxxx>
  • Date: Tue, 25 Jan 2005 16:26:37 -0000

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


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