1. SPS Accounts:
    Do you find yourself coming back time after time? Do you appreciate the ongoing hard work to keep this community focused and successful in its mission? Please consider supporting us by upgrading to an SPS Account. Besides the warm and fuzzy feeling that comes from supporting a good cause, you'll also get a significant number of ever-expanding perks and benefits on the site and the forums. Click here to find out more.
    Dismiss Notice
Dismiss Notice
You are currently viewing Boards o' Magick as a guest, but you can register an account here. Registration is fast, easy and free. Once registered you will have access to search the forums, create and respond to threads, PM other members, upload screenshots and access many other features unavailable to guests.

BoM cultivates a friendly and welcoming atmosphere. We have been aiming for quality over quantity with our forums from their inception, and believe that this distinction is truly tangible and valued by our members. We'd love to have you join us today!

(If you have any problems with the registration process or your account login, please contact us. If you've forgotten your username or password, click here.)

Neverwinter Nights Team Interview at BeGroovy

Discussion in 'Game/SP News & Comments' started by NewsPro, Jan 10, 2001.

  1. NewsPro Gems: 30/31
    Latest gem: King's Tears


    Joined:
    May 19, 2015
    Messages:
    3,599
    Likes Received:
    0
    (Originally posted by Septic Yogurt)

    The people at BeGroovy have posted an interview with Trent Oster regarding Neverwinter Nights, it can be found here.

    "With the intense 3d and networking required, we can only assume that you have your hands on the BONE and OpenGL betas. If so, how have you found them both from a performance and coding perspective?

    Don
    I still haven't done any benchmarking of the OpenGL performance, but it looks very good. Be is working hard to make sure it is as fast or faster then the Windows version. Since OpenGL is a standard API, the only differences have to do with initial setup and the few platform dependent things you need to do between frames. I would say the BeOS implementation in these respects is cleaner but that is directly related to the BeOS user interface API. I have not done any benchmarking of the networking performance either. I haven't ported to the BONE API so I can't comment on it from a development standpoint. At this stage of development I want to stay with the standard sockets API to make porting more maintainable."


    This interview is mostly about Neverwinter Nights running under the BeOS operating system, so if you are running BeOS you should find it very interesting.
     
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

Sorcerers.net is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to products on amazon.com, amazon.ca and amazon.co.uk. Amazon and the Amazon logo are trademarks of Amazon.com, Inc. or its affiliates.