Interesting.cylyk said:worst idea ever
We're discussing the possibility of a water blob. Whether it's a good idea or not doesn't really matter.
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: this_feature_currently_requires_accessing_site_using_safari
Interesting.cylyk said:worst idea ever
Yellonet said:Are you saying that anything realtime doesn't need to be calculated?
But I guess you're right about Realflow and realwave not being realtime.
Rendering passes are made in real time in 3d-games. If nothing is rendered how can you see it?Incitatus said:calculation PASS as in render passes
ever used any high end renderers? anyweh don't want to start anything here
I really don't understand what you are saying.Cyber$nake said:I do see what you mean with the blob thing though. It would just settle in approprietly and leak if it found a way on the section that it settled on. But what happens one it leakes to the point where the whole is above the fluids? It would have to separate into something else. Makes things complicated.
I wouldn't.Demonmerc said:Yellonet has no clue what he's talking about.
Please let this thread die. Anyone would rather have larger, more detailed levels, smarter enemies and more of them, or incredible pixel-shaded effects over water that moved like it should.
Yellonet said:Rendering passes are made in real time in 3d-games. If nothing is rendered how can you see it?
Render pass: A single image rendered from a 3D scene, containing only part of the scene's properties. A Z-buffer channel included with an image is sometimes referred to as a depth pass.
Yellonet said:I wouldn't.
So what is he talking about? I thought he was talking about rendering. Are you trying to say that no rendering is going on in a FPS?Neutrino said:It doesn't seem like you understand what he's talking about.
Here:
http://www.it-enquirer.com/glossary.html
Yellonet said:So what is he talking about? I thought he was talking about rendering.
Yellonet said:Are you trying to say that no rendering is going on in a FPS?
I KNOW! A rendering pass is when the "renderer" goes through the scene to get it to be a image. In 3d-applications there is often many "passes" before the scene is done.Neutrino said:No he's not talking about just rendering. He was talking about a render pass. Did you notice the definition that I linked to?
I understand the difference between rendered in real time and not rendered in real time perfectly.I'm not a 3d modeler so I doubt I can really explain it. But he was saying that the scenes shown by that program are not rendered in real time. There is a difference between rendering things in 3d apps and rendering things in a real time engine. He was basically pointing out that the calculations involved with those water scenes could not be done in real time. I don't see why this is so difficult to grasp.
Perhaps someone else with more experience in the subject can explain the differences between real time and non real time rendering to him?