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Hi Rachil0,
very interessting source, thanks for sharing.
I did some experiments with rasterization while ago too, and I muse say (as Makc wrote) I was disapointed with performance.
Not that I'm not my implementation was the fastest ever, but screen resolution will always be a big problem in such approach.
Rasterization allows a decent perspective mapping, plus ZBuffer use.
But in that case, we can't expect to have more than a 300x200 viewport, which is really low to have a good game experience.
My idea is that, having the benefits of rasterization and the advantages of native drawing routines may result in something interessting. For example, in a room, having walls and floor rasterized and other objects using flash graphical routines.
But the problem will move to depth sorting problem...
I don't see, for now, a really good way to create a correct FPS style game (even if attempts so far are really amazing).
Edit: Here is one on my experiment : http://kiroukou.media-box.net/demos/fx3d/prison1/
Thomas
Last edited by kiroukou; 11-28-2007 at 10:27 AM.
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