[vos-d] time transforms
Ken Taylor
taylork at alum.mit.edu
Sat Dec 2 02:29:55 EST 2006
S Mattison wrote:
>2 A complex calculation like ((world.time + time.offset) %
>time.modulus) * time.scalar would require a number of processor
>cycles, and using that number, find a way to precache the
>calculation for each object that is currently wobbling around.
>Keep in mind that every running penguin, every spinning globe,
>every burning torch is an animating object, which would require
>another calculation. =\
I think you may underestimate the processing power of modern machines :)
Transforming objects into world space and polygons to screen space already
requires more complex calculations than the above per vertex. Shaders,
shadows and lighting require more complex calculations per _pixel_. Granted,
most of that occurs in 3d accelerator cards nowdays, but you still have to
deal with things like collision detection, interpolation, networking, and
physics. I'm sure your CPU won't mind having to do one more add, mult, and
div per animated object!
Ken
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