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Help convert Delphi Terrain Engine over to Borland C ??? https://delphigl.com/forum/viewtopic.php?f=19&t=5447 |
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Autor: | FunkyCatSpangky [ So Apr 16, 2006 04:40 ] | ||
Betreff des Beitrags: | Help convert Delphi Terrain Engine over to Borland C ??? | ||
Dear Brothers & Sisters, I have a Delphi Terrain Engine that I would like converted over to Borland C. If anyone would like to take a look at this engine, Please email me over at :- FunkyCatSpangky@yahoo.com.sg It is a very very nice engine. It is highly optimized by using Triangles. Even on a slow machine, it flies and I mean really Fast !!! It uses Open GL. I just like to see it converted over to Borland C. If anyone does not have any objection, perhaps may I kindly post the code here. It is not too big too, it is very compact. Thank you. FunkyCat - Spangky - The Spangking Spanker !
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Autor: | Kyro [ So Apr 16, 2006 11:14 ] |
Betreff des Beitrags: | |
cause im not skilled using C, ill tell ya something about ur delphi-app. first of all, if u're going to write an engine (whatever type it is), you should completely seperate it from any delphi generated code, otherwise your code is not reusable. i see similar things in your C code. 1 time i closed your app, my computer crashed with a bluescreen (with activated vsync). you should really take a look at this. runs with ~770fps on my desktop (athlon 64 3000+, 1.5gb ddr400, 6600gt). but at this framerate, its impossible to see something of your engine ^^ an implementation of timebased movement is necessary in future apps. some tips: - your lightning looks a little bit strange (guess that belongs to the LOD). you should think about using static lightmaps (if your terrain is static) or use a simple glsl shader. - using a vbo would even bring more performance, but is not that compatible. maybe as an alternative? - you create an infinite terrain by tiling the heightmap. that may look strange when the height differences between both sites are huge. an interpolation with 2 or more quads per quad would increase the optic greets |
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