RE: Designing a renderer

"Jamie Fowlston" <[email protected]> Wed, 2 Jul 2003 13:47:22 +0100
Newsgroups gmane.games.devel.design
Message-ID <[email protected]>
True. I tend to think the main problem with hobby projects is that you set
out to write an engine with no idea of what you want it to actually _do_,
and so it all becomes a fairly meaningless exercise in what flavour of code
you fancy that month....

Yeah, i thought it was about game design too :)

J


-----Original Message-----
From: [email protected]
[mailto:[email protected]]On Behalf Of
Gareth Lewin
Sent: 02 July 2003 12:17
To: [email protected]
Subject: RE: [GD-Design] Designing a renderer


Yes, but your requirements are differant to the standard. The original email
talked about linux/windows and not about consoles.

Also, I made the (maybe incorrect) assumption that he is a hobbyist, and
spending time R&Ding an OGL and DX renderer is (in my opinion) silly and a
waste of time. The reality is that a lot of hobbyists spend a lot of type
working on cross platform stuff when in reality their work will only ever be
run on a single platform, instead of utilising that same time in a more
constructive (in my subjective opinion) way.

As you well know, the real differant between ps/2,xbox/dx/ogl/cube etc is
the high and the low ends (the syntax is differant, and low level
optimizations are differant) but the basics are the same, and stuff you
learn with just a single platform are applicable everywhere.
________________________
Regards, Gareth Lewin
Programmer, Sudeki
http://www.xbox.com/Sudeki

P.S. Isn't this list about game design, not software design ? :)

> -----Original Message-----
> From: Jamie Fowlston [mailto:[email protected]]
> Sent: 02 July 2003 12:08
> To: [email protected]
> Subject: RE: [GD-Design] Designing a renderer
>
>
> Hmm, we support multiple platforms, and haven't found OGL solves our
> problems on PS2 & Xbox :)
>
> Doing both on Windows is a good exercise for your
> architecture, to test you
> can really have different drivers.
>
> Jamie
>
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]]On Behalf Of
> Gareth Lewin
> Sent: 02 July 2003 10:12
> To: [email protected]
> Subject: RE: [GD-Design] Designing a renderer
>
>
> Sorry to ask a stupid question, but why implement both an OGL and a DX
> renderer ? Either your product is windows only, in which case
> DirectX or
> OpenGL are good, or you want to support multiple platforms,
> and in that case
> OGL solves all your problems.
>
> Spending time on keeping two distint rendering engines up to
> date is a waste
> of time, and now days there is no clear advantage to that
> that I can see.
>
> > -----Original Message-----
> > From: Dirk Gregorius [mailto:[email protected]]
> > Sent: 01 July 2003 10:19
> > To: [email protected]
> > Subject: [GD-Design] Designing a renderer
> >
> >
> > Hi,
> >
> > I am wondering how you implement your render interfaces? On
> > what abstraction
> > level is a renderer normally implemented - what are the
> > typical functions
> > and classes? Do you pass a renderer reference to all
> > renderable entities?
> > And how is platform independence achieved - do you use
> > polymorphism or for
> > example the "Bridge" pattern - that by its definition
> > seperates abstraction
> > and implementation? Maybe you can give me some tips.
> >
> > One thing that I really don't understand is how to implement the
> > initialisation such that it works platform independent? E.g:
> > Let's say we
> > have a base class IRenderer which is implemented by two
> derived class
> > COGLRendererImpl and CDXRendererImpl. Both derived classes
> implement a
> > virtual function IRenderer::Init(...). The arguments vary
> > with the OS. On a
> > Windows platform you have to pass the HWND for the window, on
> > a Linux system
> > that could be totally different. What is the best to handle this?
> >
> > Hopefully I could make myself clear.  Every help is appreciated!!
> >
> > Best regards
> >
> >
> > Dirk
> >
> >
> >
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