Moving away from vertex arrays would allow much higher-poly models and maps. Currently, it caps out around 30,000 polygons, and then drops fps considerably when you meet this "limit". 30,000 polygons is practically *nothing* compared to what modern games push.
On Mon, Jun 4, 2012 at 2:59 AM, Yasir I. Al-Dosary - zgzg2020™ <yasiraldos...@yahoo.com> wrote: > Hi, > Let's say if you had the option where ioquake3 would use less CPU time as it > is now. > What additions to the Game would you like to make to take benefit of this? > > For example(just an example), > The simplest example would be with more CPU power, you can have more players; > thus more possibilities for more advanced and exciting Game-modes. > > Another example, > With less CPU requirements, you can port the Game to be a mobile phone Game. > > Big or small, any idea is welcomed! I am looking for people to brainstorm > this with me! > > Any help is appreciated! > Yasir > > _______________________________________________ > ioquake3 mailing list > ioquake3@lists.ioquake.org > http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org > By sending this message I agree to love ioquake3 and libsdl. _______________________________________________ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.