On Mon, Jun 4, 2012 at 9:44 AM, Yasir I. Al-Dosary - zgzg2020™ < yasiraldos...@yahoo.com> wrote:
> Dear Patrick, > > Thank you so much for that detailed explanation. > > I meant in my question is, I have found a way to reduce ioquake3's CPU > requirements. > And, now I would like utilize that surplus for enhancing the Game in any > manner. > If I would rewrite my original question, "Has ioquake3 reached its full > potential?" > Mr. Evan suggested to use that surplus to enhance ioquake3's rendering(I > think), from ioquake3 just handling 30,000 polygons to higher. > > If the question is "how can I improve Quake3 using the extra CPU power" with the constraint "I'm using a headless server, so graphical improvements don't matter", then I'd look into incorporating better AI into the game, perhaps machine learning so the AI tries different strategies but ultimately attempts to find the best one over time. Better group AI with CTF might be interesting -- find a behavior that a group of humans might do and try to emulate it and the decision making that goes into it. Overall, it's hard to modify Quake3 to make it "better", since there is already a very strong idea of what Quake3 "should be like". If you try to change stuff that seems fairly obvious, for example, more realistic gravity or physics, then you can end up with subtle changes to the core gameplay that turn off purists. The only changes you can really make safely are ones that don't affect the gameplay if you still want it to be "Quake3" and not "Yasir's Quake3 Mod". > I will definitely read up on OpenGL! > However, I am more interested in things other than rendering, mainly > because our server doesn't a graphics card. > > I hope I spoke inline with what you kindly stated. > > Best wishes, > Yasir > > > ------------------------------ > *From:* Patrick Baggett <baggett.patr...@gmail.com> > > *To:* Yasir I. Al-Dosary - zgzg2020™ <yasiraldos...@yahoo.com>; Primary > ioquake3 Discussion/Development list <ioquake3@lists.ioquake.org> > *Cc:* Evan Goers <megatog...@gmail.com> > *Sent:* Monday, June 4, 2012 10:12 PM > > *Subject:* Re: [ioquake3] How would you utilize additional processing > power in ioquake3 > > Yasir, > > It sounds like you need to direct a lot of that enthusiasm towards > learning OpenGL if graphics interest you. To answer your first question, no > game has the graphics totally handled by the GPU; CPU time must be spend > deciding what to draw and what to update. Off the top my head, the > animation system would require CPU power, as would the physics and bot > pathfinding. All of these end up computing "positions" of vertices in the > model -- does that make them part of the graphics? "Graphics" is such a > blanket statement that the only thing it can't be applied to the sound code. > > What is handled by the GPU in Quake3 is "rasterization" -- turning > polygons into pixels. Various other parts of the graphics pipeline > (transform, clipping, culling) are also handled by nearly all GPUs made in > the last decade. If you want to better understand this, you need to read > about OpenGL 1.4. > > To answer your last question specifically, to move away from vertex > arrays, you must make use of higher OpenGL features, specifically vertex > buffer objects. Even that doesn't guarantee immediate performance wins and > lower CPU utilization. If you're really determined to reduce the CPU usage, > you need to know where the CPU usage is being used the most. Right now, it > sounds like you're guessing -- use a profiler and find out where the most > gains would be had. > > Patrick > > On Mon, Jun 4, 2012 at 2:11 AM, Yasir I. Al-Dosary - zgzg2020™ < > yasiraldos...@yahoo.com> wrote: > > Thank you so much for that very quick and great reply! > > * Aren't graphics totally handled by the GPU in ioquake3? > * I would like to max out my Game polygons, how would I test this? > * What is need to rewrite the Game to move away from vertex arrays? > > please forgive my questions if they sound naive. I am very serious about > this! :D > > > > > > ----- Original Message ----- > > From: Evan Goers <megatog...@gmail.com> > > To: Yasir I. Al-Dosary - zgzg2020™ <yasiraldos...@yahoo.com>; Primary > ioquake3 Discussion/Development list <ioquake3@lists.ioquake.org> > > Cc: > > Sent: Monday, June 4, 2012 4:04 PM > > Subject: Re: [ioquake3] How would you utilize additional processing > power in ioquake3 > > > > 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. > > > > >
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