QuakeLight Preview
- Posted: Oct 22, 2008 at 7:07 PM
- 100,244 Views
- 24 Comments
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Edit: I guess it is on the front page. Didn't notice it before.
My interests in silverlight have just gone up!
I'd bet they had to make a kind of Maping from the quake engine calls that in turn called OGL to a C# classes that call the Silverlight / WPF bits.
not trivial but I bet it's not byte[] in most cases....
Quake had for example Textures as brushes on a surface to fill a triange/ mesh
Silverlight has an ImageBrush that can fill an enclosed path rect, triangle etc....
Maybe also he is using an optimized data structure. For example, Analysis Services 2008 is using the probability based bloom structures for sets with NULL/Empty records. Just by moving to this structure cubes with sparse data performa 20-30% faster.
I wonder if something like that is going on where if it is doing simple png rendering with buffered rendering on other threads with some advanced probability data structures to figure out movement.
C
Nice nice, I hope more old school games ported to silverlight.
=P
Awesome post, this makes Silverlight look amazing in my opinion.
Wonder if this will draw John Carmack into developing for the platform...
Are you going to be at PDC? I could show it to you live if you wanted
How many frames per second would you get?
This is certainly one use of Silverlight MS never expected!
I wrote an SNES emulator in C# awhile back, trying to get it running as a Silverlight app.
Please note that the original Quake game was running by default in a 320x240 screen resolution and most critical parts were coded in highly optimized assembly code (John Carmack).
The demonstrated resolution here is 640x480 and is written in pure C#. The rendering part is as fast as possible given the current Silverlight limitations. Please note that no real optimizations were performed yet so this should improve soon.
Also we could benefit of dual core systems provided that we tweak the rendering to be multi-threaded.
In any case, on a same test case computer, the original assembly-optimized version is not running that fast with higher resolution. Of course, the OpenGL version outperforms everything with the help of hardware-accelerated 3D.
Nice!!
Impressive work!
I feel nostalgic :_)
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