Quote
Guys, dig this. Rendering a quad with an image 90° rotated is 14 times slower than rendering the same image unrotated. Cache effects are *the* performance-killer on the machine I code for.
Woha, that's interesting :)
That's exactly the reason why I'm not too much into manually optimizing any code apart from basic algorithms. There's just too much to consider...
Quote
Whoa, expensive gear! Are you a musician/DJ? I've been trying to produce some stuff as of late for my upcoming game, but my gear is pretty limited, heh.
Well, I've been on classical piano for ages, and just recently, a few friends of mine wanted to start a band, and asked me in. However, I'm slowly getting sick of being played into the wall by the lead guitar, and decided to upgrade on a more, say, competitive instrument :)
Anyways, I don't know what your gear is, but there are very usable freeware software instruments out there, see for example
http://www.kvraudio.com/. As long as you have some ability to send midi data to your computer, and have an up-to-date system, this works pretty well, actually, especially for composing needs.
Quote
This game engine allows the user to move on the entire surface of the Earth, seamlessly from below sea to space. I work with a satellite database engineer who provides the project with databases in natural colors, DEMs, landcover databases, meteolorogical databases etc...
Impressive screenshots, I have to admit :) How do you generate specific detail, such as the animals and buildings ?
I once tried implementing a planet scale renderer as well, but then decided that it would be too time intensive to properly fill a world that huge with the content it deserved...
Cheers,
- Wernaeh
Some call me mathematician, some just call me computer guy. Yet, I prefer the term professional weirdo :)