1998Q1/
<!-- MHonArc v2.4.4 -->
<!--X-Subject: Re: [MUD&#45;Dev] 3D engines for MUDs (was: The MLI Project) -->
<!--X-From-R13: [vpunry Vburafrr <zvpunryNznvafgernz.arg> -->
<!--X-Date: Fri, 20 Mar 1998 21:15:13 +0000 -->
<!--X-Message-Id: 351296A5.8DC368A2#sparta,mainstream.net -->
<!--X-Content-Type: text/plain -->
<!--X-Reference: 199803192304.PAA35086#under,engr.sgi.com -->
<!--X-Reference: 351167CD.15020695#sparta,mainstream.net -->
<!--X-Reference: 7eafal3euq.fsf#zesoi,fer.hr -->
<!--X-Head-End-->
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
<html>
<head>
<title>MUD-Dev message, Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</title>
<!-- meta name="robots" content="noindex,nofollow" -->
<link rev="made" href="mailto:michael#mainstream,net">
</head>
<body background="/backgrounds/paperback.gif" bgcolor="#ffffff"
      text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000">

  <font size="+4" color="#804040">
    <strong><em>MUD-Dev<br>mailing list archive</em></strong>
  </font>
      
<br>
[&nbsp;<a href="../">Other Periods</a>
&nbsp;|&nbsp;<a href="../../">Other mailing lists</a>
&nbsp;|&nbsp;<a href="/search.php3">Search</a>
&nbsp;]
<br clear=all><hr>
<!--X-Body-Begin-->
<!--X-User-Header-->
<!--X-User-Header-End-->
<!--X-TopPNI-->

Date:&nbsp;
[&nbsp;<a href="msg00795.html">Previous</a>
&nbsp;|&nbsp;<a href="msg00798.html">Next</a>
&nbsp;]
&nbsp;&nbsp;&nbsp;&nbsp;
Thread:&nbsp;
[&nbsp;<a href="msg00788.html">Previous</a>
&nbsp;|&nbsp;<a href="msg00798.html">Next</a>
&nbsp;]
&nbsp;&nbsp;&nbsp;&nbsp;
Index:&nbsp;
[&nbsp;<A HREF="author.html#00796">Author</A>
&nbsp;|&nbsp;<A HREF="#00796">Date</A>
&nbsp;|&nbsp;<A HREF="thread.html#00796">Thread</A>
&nbsp;]

<!--X-TopPNI-End-->
<!--X-MsgBody-->
<!--X-Subject-Header-Begin-->
<H1>Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</H1>
<HR>
<!--X-Subject-Header-End-->
<!--X-Head-of-Message-->
<UL>
<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</LI>
<LI><em>From</em>: Michael Hohensee &lt;<A HREF="mailto:michael#mainstream,net">michael#mainstream,net</A>&gt;</LI>
<LI><em>Date</em>: Fri, 20 Mar 1998 11:17:41 -0500</LI>
<LI><em>Sender</em>: <A HREF="mailto:michael#corinth,mainstream.net">michael#corinth,mainstream.net</A></LI>
</UL>
<!--X-Head-of-Message-End-->
<!--X-Head-Body-Sep-Begin-->
<HR>
<!--X-Head-Body-Sep-End-->
<!--X-Body-of-Message-->
<PRE>
Miroslav Silovic wrote:
&gt; 
&gt; Michael Hohensee &lt;michael#sparta,mainstream.net&gt; writes:
&gt; 
&gt; &gt; Of course, the POVRAY renderer does take time to work, and wouldn't be
&gt; ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
&gt; 
&gt; This is gross understatement. :) While 2-3 seconds are quite
&gt; acceptable for a game, 1-60 minutes are not.
&gt; 

Heh, only if you want the highest quality in your image.  I'm talking
about images which take 4-10 seconds to display.  Every .pov file that I
ever saw could be traced in under 10 seconds if you wanted a little
80x80 (or thereabouts) image.

&gt; &gt; suitable for real-time graphics unless there is a way to have it
&gt; &gt; lower the quality of the rendering to a point where it took a
&gt; &gt; fraction of a second to finish.  If we're not desperate for
&gt; &gt; real-time images, however, this seems to be the logical solution.
&gt; 
&gt; POVray is slow for the following reasons:
&gt; 
&gt;         1) bad acceleration algorithm. They can only use bounding boxes
&gt;            but not octree or bsp tree. Unfortuantely this is also hard
&gt;            to fix because POV uses unbounded primitives, and you can't
&gt;            take those away because POV's CSGs won't work with patches
&gt;            (not to mention backward compatibility)
&gt; 
&gt;         2) POV is a raytracer. It's very hard to speed up raytracing
&gt;            past certain point - that's why games use zbuffering instead.
&gt;            Note that the only places where you /need/ raytracing are
&gt;            reflective/refractive surfaces (and even there, you could
&gt;            cheat by using environment maps).
&gt; 
&gt; &lt;ShamelessPlug&gt;
&gt; Feel free to take the code from my renderer for both zbuffering and
&gt; /really/ accelerated raytracing. Gah, now I need to speed up the
&gt; bloody thing for scenes with fewer than 1,000 polygons (as raytracing
&gt; becomes the low overhead operation in the low-complexity case, when
&gt; procedural textures and image pre/postprocessing take over... 320x240
&gt; low-quality previews take 2-3 seconds with 10 objects, 10-20 with
&gt; 1000, using raytracing, and with zbuffering everything gets faster. I
&gt; solved problems with quality loss with zbuffering and as a result, you
&gt; get exactly the same image).
&gt; 
&gt; (renderer: <A  HREF="http://petra.zesoi.fer.hr/~silovic/sart">http://petra.zesoi.fer.hr/~silovic/sart</A>, and I announced it
&gt; recently on Freshmeet site)
&gt; &lt;/ShamelessPlug&gt;

Heh, ok, I'll look it over. :)

-- 
Michael Hohensee       michael#mainstream,net
<A  HREF="http://www.geocities.com/SiliconValley/Heights/9025/">http://www.geocities.com/SiliconValley/Heights/9025/</A>
      Finger me for my PGP Public Key, or use: 
<A  HREF="http://sparta.mainstream.net/michael/pgpkey.txt">http://sparta.mainstream.net/michael/pgpkey.txt</A>

</PRE>

<!--X-Body-of-Message-End-->
<!--X-MsgBody-End-->
<!--X-Follow-Ups-->
<HR>
<!--X-Follow-Ups-End-->
<!--X-References-->
<UL><LI><STRONG>References</STRONG>:
<UL>
<LI><STRONG><A NAME="00771" HREF="msg00771.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></STRONG>
<UL><LI><EM>From:</EM> J C Lawrence &lt;claw#under,engr.sgi.com&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00773" HREF="msg00773.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></STRONG>
<UL><LI><EM>From:</EM> Michael Hohensee &lt;michael#sparta,mainstream.net&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00781" HREF="msg00781.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></STRONG>
<UL><LI><EM>From:</EM> Miroslav Silovic &lt;silovic#zesoi,fer.hr&gt;</LI></UL></LI>
</UL></LI></UL>
<!--X-References-End-->
<!--X-BotPNI-->
<UL>
<LI>Prev by Date:
<STRONG><A HREF="msg00795.html">Re: [MUD-Dev] Net protocols for MUDing</A></STRONG>
</LI>
<LI>Next by Date:
<STRONG><A HREF="msg00798.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></STRONG>
</LI>
<LI>Prev by thread:
<STRONG><A HREF="msg00788.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></STRONG>
</LI>
<LI>Next by thread:
<STRONG><A HREF="msg00798.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></STRONG>
</LI>
<LI>Index(es):
<UL>
<LI><A HREF="index.html#00796"><STRONG>Date</STRONG></A></LI>
<LI><A HREF="thread.html#00796"><STRONG>Thread</STRONG></A></LI>
</UL>
</LI>
</UL>

<!--X-BotPNI-End-->
<!--X-User-Footer-->
<!--X-User-Footer-End-->
<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00773" HREF="msg00773.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>, 
Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Thu 19 Mar 1998, 23:42 GMT
<UL>
<LI><strong><A NAME="00781" HREF="msg00781.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#zesoi,fer.hr">silovic#zesoi,fer.hr</a>, Fri 20 Mar 1998, 09:01 GMT
<UL>
<LI><strong><A NAME="00786" HREF="msg00786.html">3D engines for MUDs</A></strong>, 
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Fri 20 Mar 1998, 11:30 GMT
</LI>
<LI><strong><A NAME="00788" HREF="msg00788.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>, 
Michael Hohensee <a href="mailto:michael#mainstream,net">michael#mainstream,net</a>, Fri 20 Mar 1998, 13:26 GMT
</LI>
<LI><strong><A NAME="00796" HREF="msg00796.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>, 
Michael Hohensee <a href="mailto:michael#mainstream,net">michael#mainstream,net</a>, Fri 20 Mar 1998, 21:15 GMT
</LI>
<LI><strong><A NAME="00798" HREF="msg00798.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>, 
Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Fri 20 Mar 1998, 21:47 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
</ul>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00553" HREF="msg00553.html">Position sorting</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Sun 22 Feb 1998, 13:17 GMT
<UL>
<LI><strong><A NAME="00643" HREF="msg00643.html">Re: [MUD-Dev]  Position sorting</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sat 28 Feb 1998, 05:04 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00548" HREF="msg00548.html">Re: [MUD-Dev] byte-code anyone?</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 21 Feb 1998, 07:01 GMT
</UL></BLOCKQUOTE>

</ul>
<hr>
<center>
[&nbsp;<a href="../">Other Periods</a>
&nbsp;|&nbsp;<a href="../../">Other mailing lists</a>
&nbsp;|&nbsp;<a href="/search.php3">Search</a>
&nbsp;]
</center>
<hr>
</body>
</html>