Article View: comp.graphics.algorithms
Article #6Re: What Is the Best libary for 3D Rendering Engine?
From: Julian Gold
Date: Wed, 02 Aug 1995 10:26
Date: Wed, 02 Aug 1995 10:26
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3846 bytes
In article <fergnani.807276298@cadlab> fergnani@cadlab.cadlab.it (Fergnani Sandro) writes: >Zachi Zweig <daril@euronet.co.il> writes: > > >>Can Anyone recommend me on the best 3d rendering engine. We are a >>planning on programming a 3d game, and we don't want to start using 3d >>libaries that we'll regret in the middle of developing the game. Any >>advise on this subject will be great! > > >>thanks. > >>Zachi Zweig >>D.A.R.I.L Studio > >Take a look at BRender by Argonaut INC. It's fantastic and it's available >on PC's and other platforms (Nintendo I think). I believe that BRender >states for Blazing Render. It's very very very fast. I was in contact with >Argonaut for a while and I saw a demo. Wonderful !! Since BRender is a >very professional product it's not for a freelance developer (like me) but >a software company (a little one too) can afford the price. > > >Sincerely, S. Fergnani > > > > > > > >-- > >Email: fergnani@cadlab.it Phone: ++39 (51) 6130360 >CAD.LAB s.p.a., v. Ronzani 7/29, Casalecchio, Italia Fax: ++39 (51) 6130294 BRender isn't actually all that fast, even on my PCI 90MHz Pentium (16M RAM). Check out the "fly" sample code, for example. Chug city. I will say that BRender is reliable - it hasn't crashed yet. It suffers from several acute problems though: * Currently, only a z-buffer version is availiable. I can't see that running on a SNES. Bye-bye cycles, bye-bye RAM. There is a z-sorted version out soon, but expect sorting errors by the bucketload. * The documentation is truly awful. It's beautifully presented in a spiral-bound book, but the content tells you such a tiny amount about what the API is about - eg glib one-line descriptions of call parameters. * The sample code is even worse. Badly written, badly documented, cobbled-together, ill thought-out, not nearly enough of it given the size and scope of the system. * In order to cut the API size down, access to a lot of BRender facilities are made by directly accessing structure members. There is no Set/Get API. This means that, should implementaion details change in the future, all your code that accesses the structure members that have been altered or removed or renamed will break. Or looked at another way, the BRender authors are forced to design around the current setup, and may have to hack new features in by brute force in order to keep customers happy. This would inevitably lead to buggier, less reliable software. * The software is such that to use a bit of BRender, you need to use other bits of it, recurse, recurse. The interconnectedness of the bits is a major frustration. When you just want to "wash your hair and go", ie get something working, it can take ages. We're using BRender to prototype a 3D game on the PC that will inevitably be a Saturn title, using our own in-house 3D system currently in development. I wouldn't be entirely happy using BRender in the final product. As I've said, what is there works reliably, but I don't think in it's V1.1.1 state, it's worth GBP 6000. Julian Gold (Ex-Argonaut Employee!.) These views are my own, and are not necessarily in line with those of the company that employs me.
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Path: arc1-ca.pugleaf.net!sega.sega.co.uk!not-for-mail From: goldj@sega.sega.co.uk (Julian Gold) Newsgroups: comp.graphics.algorithms,comp.graphics.api.misc,comp.lang.c++,alt.3d,rec.games.programmer,alt.lang.asm,comp.graphics.packages.3dstudio Subject: Re: What Is the Best libary for 3D Rendering Engine? Date: 2 Aug 1995 10:26:53 -0000 Organization: Sega Europe Ltd, London, UK. Message-ID: <3vnjtd$f30@sega.sega.co.uk> References: <3v80h3$27j@shelly.euronet.co.il> <fergnani.807276298@cadlab> NNTP-Posting-Host: sega22.sega.co.uk