The Technology of a 3D Engine - Part One
Friday 21st December 2007, 10:10:00 AM, written by Geo
Beyond3D is very proud to present the first part of an on-going
series featuring one man's thoughts and experience on modern engine
development. As you'll see, as we publish subsequent parts, Rodéric has
a valuable story to tell. Rodéric and Beyond3D's foremost intention is
that it sparks up insightful and informed comment on the forums, where
everyone can learn something new about what's still a bit of a dark art
in programming terms.
And the best thing is that you don't need to be a programmer to follow it. Read on.
Tagging
graphics ± software, games, development
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I think what Davros meant when saying "massive speedups" is if game A is implemented in DX 9 purely, and if game A has another version written in DX 10 purely then DX 10 version with all the new features enabled will look better but use less resources and generate higher fps than the DX 9 version. Is that correct?
If you're completely maxing out on, say, the multipliers in the pixel shaders, then, on the same HW, you'll render that part at the speed no matter which API you're using.
In practice, a scene has different parts with different properties. Some will be floating point limited, others will be texture unit limited etc.