![]() I am bit sad though that the Disruptor doesn’t work on Android due to its reliance on. From a Java perspective I personally would really like to start using the Disruptor on the CPU side of things which would handle anything routing between the disk and the network to threads streaming through to GL. This means supporting multi-threaded GL and CPU side architecture. ![]() Technologically speaking especially for outdoor and streaming data parallelism is crucial. ![]() One could still support some level of streaming & dynamically loading BSP and other data for expansive indoors environments. For indoors / non-destructive you simply can’t do better than portal/bsp/pvs to my knowledge. I’d say there are many dimensions to this and I’ll answer from the perspective of what I’d build…įor outdoor environments I’d focus on octree partitioning with an emphasis on texture / geometry streaming and further tessellation for enhanced detail. I was wondering what the current thinking is on 3D engines’ design might be these days. ![]()
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