Original Post
ooooook.... well, as everybody else im gonna develop an engine (this will be like my... fifth, sorta ) whats different this time though is that im planning ahead, ive made a pretty nice UML diagram, and some research. Now, i have some ideas of optimizations, that i quite cant find an answer to. so here goes Question 1 Im gonna use vertex arrays and point sprites for graphics. as you cant rotate a point sprite i thought of using a vertex shader that rotates the texture coordinates. the size of the sprite needs to come with also this rotation and size needs to find its way to the GPU. i have come up with some ideas of doing so, please review them. 1. Using an vertex array that stores the rotation and size as a float (Dunno if this is doable) 2. in case the first isnt allowed, use another list that i dont need, like texcoords to describe the rotation and size 3. dont use vertex arrays at all, instead use a reusable display list 4. dont do the engine at all, and drink tea Question 2 currently the engine will be using 2 standard threads, one for the simulator. and one for the renderer. I need to have a simulator because i want it to be deteremistic, in case i want to expand it with some networking. does anyone know the overhead and cpu strain of a thread? im also wondering how you people would solve the data stream between the renderer and the simulator as of now, the renderer will pull a current state from the simulator the current state will include the data that i described in question 1 Question 3 i will probably not be able to resist the urge of network in this engine, still, creating good network code is tiersome and pretty hard work. so. is there a network lib out there that uses UDP and guarantees most of the following 1. guranteed package delivery 2. not guaranteed package delivery 3. packages in correct order 4. c++ driven 5. easy clean interface that wont make my code dirty well thats that im would also be glad if you post some other tips for me ( and some cheers would be nice) Happy codin!