[gameprogrammer] Re: Actual query (was: Re: game engine?)

  • From: Justin Coleman <jmcoleman@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Tue, 25 Jan 2005 10:32:56 -0500

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


Other related posts: