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polygon-based and fully hardware accelerated support
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Roadkill
Joined: Tue Apr 22, 2008 4:55 pm Posts: 26
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polygon-based and fully hardware accelerated support
Just a quick question really, please dont call me a dumb-ass.
I have used polygon editing in 3d's max so not 100% sure how it works in 2d... I am guessing you can squash something and the texture squashes with the object (basically) like with your little underground truck... as I said I am not 100% sure, what I did like was the 'hardware accelerated' part of it! as even my Dual 3.2ghz processors have a hard time on 640x480 calculating large explosions.
Would you be able to impliment this technology into Cortex command, there would still be gibs but instead they could be crushed more realistically, ships could be dented, with enough polgon points the earth could be destroyed realistically and it would still be possible to make dirt fly with particle effects?
I am just interested if this could be achieved and how hard it would be to do, I am not asking for it?
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Tue Jul 13, 2010 9:09 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: polygon-based and fully hardware accelerated support
Data's already said (somewhere, I believe it was on the devlog a while back) that hardware acceleration even just as extra physics processing isn't likely to happen.
Adding in a new game feature that's as all-encompassing as that seems unlikely at this stage of development.
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Tue Jul 13, 2010 9:15 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: polygon-based and fully hardware accelerated support
If I understand what you're saying, then Data's new engine may interest you. Thread for discussing it is here.
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Tue Jul 13, 2010 9:44 pm |
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