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On Wed, 19 Mar 2003 20:54:17 EST, Rohan Bernett wrote:
> Andrew Coppin wrote:
>>> The obvious next step: port MAME to SDL.
>>
>>Port whatty?!?
>>
>
> MAME = Multi Arcade Machine Emulator
>
> I haven't used it personally, but it's supposed to be really good. I've
> heard there are even ports of it for several consoles.
>
> Well, here's something even loonier than making an emulator in SDL: Make a
> whole game in it. Just imagine Warcraft III or Duke3d with raytraced
> graphics! Drool drool drool! Pity, no current computer is fast enough to do
> it in real time.
>
> I suppose you could write a game engine that uses raytracing for the
> graphics, but it would probably take 10-20 years before there is a computer
> fast enough to run it at 60fps.
>
> I've certainly been thinking about doing it, _IF_ I ever get my programming
> skills up to the required level to do it (currently I'm just bordering on
> being able to write Tetris).
>
> In the mean time, perhaps you could write POV-Tetris, eh? :-)
>
> Rohan _e_ii
What are you talking about? Real-time raytracing is here! There's a pretty
impressive RTRT demo called Heaven 7
(ftp://ftp.scene.org/pub/parties/2000/mekkasymposium00/in64/h7-final.zip).
Considering that hardware acceleration makes any kind of graphics many
times faster, hardware accelerated real-time raytracing is a distinct
possibility right now! OpenRT (similar to OpenGL) is being developed right
now. (http://www.openrt.de/) Sure hope PC hardware manufacturers catch on
and make hardware accelerators for it.
--
light_source#macro G(E)sphere{z+E*y*5e-3.04rotate-z*E*6pigment{rgbt#end{
20*y-10#local n=162;1}#while(n)#local n=n-.3;G(n)x}}G(-n).7}}#end//GregE
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