VividGl screenshot

Miscellaneous Forums/Blitz Showcase/VividGl screenshot

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Neglecting shaders, could I expect a massive speed leap overall from Blitz's rendering speed?

-Depends on how you use it, but for example one a stress test on a radeon 9800.
It featured 1,000 unique soldier entities, each around 800 polys, total of 800,000 on screen polys(With lod off) it got around 57fps (On amon's machine, not mine, mine's too old to be a good judge of it.)...

so that's around 48 to 55 million polys per second with texturing/filtering/mipmapping and lights on(Normal). Throw in lod and you can probably triple that. No idea how well it would run in blitz, sorry.

Pixel shader speed is limited by the gpu, not the engine.
Firstly, how easy would it be to incorporate into a game well into development?

--As easy as running it through the provided b3d to vivid --converter. nothing magical, just replaces blitz keywords --with vivid omes(I.e usage is very similar.

Segmented, animated characters. Can Vivid handle these (e.g search for children recursively, naming of children, local/global manipulation of children)

--Yes. Can also add parsers, which basically scan any new entities create/loaded for certain names, and you can set actions to take like rescale etc.

Can Vivid handle dynamic vertex lighting of objects with attached, nested children (see above). Would it be quicker than Blitz?

-Yes, and per pixel lighting.

Support, will be via forums, e-mail.

And yes, around in 1 year's time. I plan on using for my own upcoming games, so it'll always be getting updates as long as i'm making games.

As for bmax, I can't answer that until I know what blitzmax is..but one thing it isn't is a 3d engine for blitz3d..;)