Also, OpenGl doesn't offer you everything you need. You'll still
some other code for things like space culling (Where objects that
can't be seen don't get drawn). And then there's collision
detection. OpenGL gives you no ability for collision detection...
So you need to write a simple and extensible, yet fast framework
for collision detection.
Unless you are an OpenGL and game master I wouldn't really bother
making an OpenGL plugin.
It's clear you've misunderstood the intent and target audience of
Marco's plugin. The plugin provides a convenient way to access the
OpenGL API in RB, and is meant for current OpenGL programers or
people wanting/willing to learn. If Marco called it
"UberGameEnginePlugin" then your arguments would have merit, but as
I see it, he's delivering a product as advertised.
Well...
It'll be good for people making demos or very simple games.
Anyone smart enough to make a good game or sophisticated 3d app,
would probably be smart enough to write their own plugin in the first
place though.
I thought Quake3 used vertex arrays and did most of the
transformations in the CPU, but I could be wrong.
I can remember writing a simple 3d (4x4x4) tic tac toe game. It
actually ran slower than quake3 did! Despite being much simpler in
terms of graphics and game engine. Well, it wasn't always slower. But
those circles really slowed things down. You know tic tac toe uses
circles and crosses. Enough circles and the display slowed to a crawl.
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