[sldev] An experiment in paleocomputing

Callum Lerwick seg at haxxed.com
Thu Jul 5 02:38:36 PDT 2007


On Wed, 2007-07-04 at 18:33 -0700, Dzonatas wrote:
> Even still, Quake series still use prebaked lighting and a know set of 
> objects to work with.

Also, the total polycount in an entire Quake level is probably less than
a handful of SL prims. Quake only had to fill out a 320x200 screen.
There's actually a very good series of articles out there about the
development of the Quake 1 engine...

http://www.gamedev.net/reference/list.asp?categoryid=40#221

Really, SL is quite fast, except for avatars. Avatars are the killer.
There was a thread a while back about optimizing the avatar transform,
is there anyone within LL still working on that? It looks like to really
gain speed from vectorized matrix multiplies, you have to unroll your
loops and pipeline an entire array of vertexes at a time. To pull that
off in SL it looks like some major class restructuring needs to be
done...


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