darkcoder wrote:
And because this extra requirment you introduce, you need to specify an hardware
which gives you some limits and you have to reach the limit of the hardware by coding. If you don't fix a limit to the hardware (and with RTG you have no limit) it's useless to use coding, just use gfx applications and an hardware powerfull enough.
It's true that when comparing the skill of coding a demo, one needs to look at the hardware it runs on, which is easier if you have a fixed level of hardware. But still, even on the PC, I think it can be appreciated that some games/demos/engines are better than others, either in terms of speed or features. I'm not sure what you mean by it being useless to use coding. And demos were popular back in the days when the Amiga's CPU speed was not fixed/limited.
@Karlos you gave a good point. However, I still don't see the sense of RTG demos for the following argument: with RTG you can use many differeent gfx boards having very different features (which IS a good thing for everything but demo-coding). If you want a demo running on all the gfx cards, you have to consider the slow ones and you don't use the most powerful features of the others. On the other hand, if you say "this demo requires ATI Radeon card" then you are forcing the use of a particular hardware.
Or you can say "this demo requires a graphics card that supports x feature". You don't have to choose between either supporting all cards, or only supporting one particular brand.
So IMHO, with these cards there's nothing left to code. For example, a 3d demo could be something like this (I am actually NOT a RTG coder so I invent function names)
First of all, as others have said, making something RTG compatible doesn't mean you have to use the card's 3D features.
I admit that I haven't kept too up to date with graphics card features in the last couple of years, but I don't think they do everything for you. Generally, they'll do things like the rasterisation for you, but other things such as hidden surface removal, particle engines, realistic physics still require coding. In your example of code, there is no magic ComputeVisibleSurfaces function (well you could send everything to the card anyway, but then it'd be slow..)
Of course yes, a simple scene done in OpenGL requires little skill, where as it's a lot of work to do in software, but more complex stuff takes a lot of skill even with OpenGL.
I understand that things like software rendering (which I have done) and AGA 'hardware-banging' (which I haven't) can be fun and require skill - but it can also be that when utilising 3D hardware.
why use programming at all? Just use Photoshop and concentrate your efforts just on the aestetical aspect.
Well some people do do that, they're called artists;) But some people prefer coding - and some of those prefer working with 3D hardware and exploring programming of areas other than low level things like rasterisation.