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QSDK 1.1 Documentation |
The Q engine is a traditional scene-graph retained mode API combined with a cell-portal system to connect multiple scene graph spaces known as zones together. This group of APIs comprises the world management system of Q.
The world management system uses a persistent object-database combined with an object management system to request and preload assets required to simulate and render a scene. Q supports an unlimited size of world database, the gating factor on performance being the number and size of zones in scope, i.e. the number and complexity of scene graphs being rendered and simulated.
Q is designed to work as a streaming engine where new zones can be preloaded from CD while old zones are swapped out of memory. The key that enables Q to make this work lies in the ability to author and validate content to a fixed memory cache size and given load bandwidth with QStudio.
Q also supports an innovative LOD management system that streams higher mesh and texture detail from the CD once all essential assets have been loaded.
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