It makes things easier for the developer, since you don't need to code it yourself, and in theory those routines are closer to the CPU and thus well optimized.īut without well-done scene optimization it's pretty easy to bring the DC CPU to it's knees, by having situations where it's forced to resolve a collision that leads to another collison, in polygon level.Īs example, have a character go through a passage that is narrower than it's bounding volume. The DC offers hardware collision and occlusion detection. From what I've seen, the major reason for the nonsens slowdowns in many DC games is not graphic-related.
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