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Re: Scalable games
> I'm developing a 3D game engine myself and today I was discussing
> minimum hardware requirements for the game with one of the designers.
> Thing is, he asked me if we could make the engine make some decisions
> based on the current machine's performance, in order to improve
> efficiency. Things like, for example, if the engine works with discreet
> LODs for meshes, if the polygon count is running a bit high, why not cut
> off the more high detail levels and just work with the lower ones? This
> is, of course, a very simple example, but you should get the idea.
> The idea is to go beyond just switching features on and off
> and instead
> make the engine more aware of it's surroundings and thus more adaptable
> to changing workloads and running conditions. What do you think of this
> matter? What are your experiences or ideas for scalable engines?
Just out of curiousity: what are your minimum specs?
Don't worry to much about poly count (unless you're targeting for
pre-geforce hw).
Hope that helps,
Tomek Rozen
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