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How to hide a lens flare behind mountains ?

Started by February 11, 2002 03:32 AM
41 comments, last by Bestel 23 years ago
quote:

But I also mentioned that this is utterly impractical in a well designed OOP based engine. As you basically have to break all the design rules of the engine



I don''t see the slightest problem. As Vincoof said, there is no generic miracle way. Each type of engine has it''s own optimal implementation. And if you design it flexible enough, there''s no problem to include such a feature.

quote:

And you cannot redesign an engine so that half way through rendering an object (a lens flare), it will stop to let all the physics, gameplay cpu stuff go ahead.



Why not ? Works very well for me. Good thread synchronisation is all you need. Of course, you have to include those possibilities (grpahics/physics/AI hooks) from the beginning on, otherwise you are right, it might be difficult to add.
quote:

The only thing you could do is to put the rendering on a seperate thread, but this is not a good thing, as you may well get overlap of updated, and non-updated data, which would lead to a lot of potential crash situations when objects are being destroyed.



You put your physics in a seperate thread. If you get overlap, means that your physics data isn''t double buffered, wich is a design flaw. And if you get crashes, than you don''t have a good thread management. If done properly, there is absolutely no problem in multithreading those two points.

quote:

as I said, it''s ok for demos, but not in larger projects.



I use it as part of a very complex commercial 3D engine. No problems, so far.
quote:
I use it as part of a very complex commercial 3D engine. No problems, so far.


Is your first name john ?

No, seriously, I''m impress that a professional programmers can answer questions from a little student like me. Very cool

Thank you. And thanks to all people on this board.

Which engine is it ?
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> Is your first name john ?

LOL Sorry to burst your dreams, but I''m *not* JC...

> Which engine is it ?

It''s an inhouse engine for professional simulation / visualization. We use for a military based flight simulator. It hasn''t been used on games (yet), but would surely perform nicely.

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