Re: let me know about 'u'.

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Angus Dorbie (dorbie++at++multipass.engr.sgi.com)
Mon, 18 Aug 1997 10:20:20 -0700


On Aug 16, 1:33pm, Rajagopal Nedumaran wrote:
> Subject: let me know about 'u'.
>
>
> hello everybody,
>
> i have bunch of questions to ask. i recently heard about
> the famous game DOOM is developed with vega. what is vega?

Is this a joke?

I think somebody has beed pulling your leg. None of id Softwares
games use Vega, they're mostly software engines with some HW
accelerated spinoffs like GLQuake where a port to OpenGL has
been made.

>.. how it
> relates to perforemer. why we can't develop games like doom in
> perforemer. is there any games developed in performer?

Some LBE customers use Performer, for example the original Disney
Aladin ride and now the Disney Quest developers.

There was a course at Siggraph 97 which you should try and get your
hands on. Sharon Clay and John Carmack were presenting, it sounds
like the kind of mix you are looking for. I think it was called
"real-time graphics for entertainment" or similar.

>
> i visited id software site . but i can't find any details
> about how they developed doom, quake games, and how they port their
> games in multible platforms. is there any provision for porting
> ,converting iris performer applications to multi platforms.

Id either ports the graphics portion or occasionally gets someone
else to do the port. They invest a _lot_ of development time in their
graphics engines and have their own sophisticated culling algorithms
and optimized rendering tricks. Trying to emulate this kind of activity
is seriously non-trivial. OpenGL seems to be the approach id is adopting
for future HW accelerated games, but they write some sort of engine on
this as they did with GLQuake.

>
> one more questions, is there any visual simultion pacage
> ,applicatins, software for PC's,

A few cross platform packages exist but the performance on SGI
machines really sucks when compared to performer. The trouble is
they write to the lowest common denominator and end up with
something which doesn't exploit the system capabilities of a high
end product.

If you want to deploy a game high end system you'd best target
that system and it's features, otherwise you are wasting your
time. We can run GLQuake on an Infinite Reality today, but
it's only a little better than GLQuake on an O2, because it
just improves performance and resolution.

Cheers,Angus.
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