:eek:
The first post on this thread ( all posts by starter of this thread ) is the funniest ‘Guru Pretender’ stuff I ever read…
He has completely confused about what textures are, how GPUs work & what is programmable shading… But, thinks he is a next-gen technology architect… May be, he had wished that he would, some day write something like carmack’s .plan file, but is too impatient to wait untill he can get to that level…
I really wonder you guys are trying to explain him things with such an effort. How can he even ‘GET’ anything ?.
I know im hard-hitting very hardly… but seriously… this is complete time waste… and pretention…
Golgoth: Dude… Id say you invest a bit of time to thorough your understanding of the rendering pipeline, starting from FFP towards Programmable…
My guess is your are an experienced game-coder…
Shouldnt take you much time… With a thorough grip on basics, the time you spend on design & prototyping of rendering engine would be really shorter…
Another suggestion is you can download Ogre3D or someother Opensource rendering engines out there… Ogre3D is definitely worth a try…
I’d say ‘Why re-invent the wheel, when you already got a radial-tyre for free ???’
You can rather use your time on so many other important tasks related to engine development & setting up efficient production pipelines, artist tools, etc… instead of getting into the low-level nitty gritty details of next-generation rendering pipelines…
Well, if you really love getting deep with this stuff (just like me) you can… but, your R&D time is also gonna burn project budgets… You can evaluate in that direction… Not to mention the risk of running into dead-end problems in the middle of production, that this brand new bug… stopped your artists… It can be disasterous…
Commercial engines or free ones like Ogre3D which is of commercial quality are a result of many man years of work… and feature additions… bug fixing cycles… R you sure you wanna go through all that at the cost of your project time ???