At 10:11 PM 24-01-05 -0800, you wrote: >could we have a minute of silence in memory of Johnny Carson.... >... >... >... >Good. Aawww you guys must be in love. It's when you fight over the >little things that you know your meant to be with each other. Please >get a room...this loveydovey stuff is sickning. At the risk of spoiling a beautiful li'l dustup, i have an actual question, semi-gaming-related. I've been shopping for an adequate drafting program i can use to design a new house. Some of them have a walk-thru feature. In every case i've seen, it's a huge bandwidth hog (and the controls suck wet concrete). Can anyone explain the major discrepancy in frame rate for architectural software walkthru vs the typical Quake/Doom - even Descent - game engine? Like this - i build a "house", with PunchPro. It has a dozen rooms, the rooms have windows, monochrome walls, low-poly-count furniture objects, nothing as complex as say Level 1 in Q2. The frame rate is around 0.5 Hz. Alternatively, i want to show my e-bud in Europe what the inside of our cabin looks like, so i use the Descent level builder and slap together a few walls & textures, about 75% as complex as the PP dwg, and the Descent game engine delivers a frame rate over 60 Hz. I talked to one of the designers of PP. He was surprised i was surprised. He knows nothing about game engines. So why the big discrepancy? Are the architect-app guys just a decade behind in rendering algoritha? I know i'm asking for speculation (unless we happen to be blessed with an architect-app coder), but any guesses? cheers - grant --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html