On 7-Dec-05, at 3:47 PM, Marco Bambini wrote:
Seth, it is really a lot different.
My OpenGLView control can have its own async loop attached, so it
is complete independent from RB.
That could be useful... Can you provide more details on how this works?
I can have a spinning cube in an OpenGLView that achieves 1500
frames/sec...
Declares will get you to that point with little trouble - you can
handily hit a GPU's fill rate even when running frames from an Rb
thread (in Rb2005 at least). I don't consider this useful however;
Although it's comforting to be able to hit these rates, most scenes
are a tad more complicated than a cube, usually to the point where
your app is bound by GPU fill rate. At that point a faster frame
driver either sits idle or wastes CPU cycles. In the end stuff looks
better with VBL sync enabled, and the rest of the system (and laptop
users) tend to appreciate apps that don't suck power to draw
redundant frames.
...while I am selecting a menu or pushing a button and so on...
Ok, now you're in "better than declares" land. Hopefully Rb's threads
will be able to handle this sort of thing in the future, but it's a
minor quibble for games where using the system GUI has become taboo.
This plugin is the first step in order to be able to have a real
game engine with RB.
I'm not sure I agree with that - stuff I'm working on at the moment
feels real enough without this plugin ;)
Looking forward to some demos!
Frank.
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