Hello Guys,
I am thinking of buying the following mac pro:
Specifications
Two 3.0GHz Quad-Core Intel Xeon
16GB (8 x 2GB)
Mac Pro RAID Card
750GB 7200-rpm Serial ATA 3Gb/s
750GB 7200-rpm Serial ATA 3Gb/s
750GB 7200-rpm Serial ATA 3Gb/s
750GB 7200-rpm Serial ATA 3Gb/s
NVIDIA Quadro FX 4500 512MB, Stereo 3D (2 x dual-link DVI)
Apple Cinema HD Display (30" flat panel)
Apple Cinema HD Display (30" flat panel)
Two 16x SuperDrives
Both Bluetooth 2.0+EDR and AirPort Extreme
Quad-channel 4Gb Fibre Channel PCI Express card
Apple Wireless Keyboard and Apple wireless Mighty Mouse - U.S. English
Mac OS X - U.S. English
iWork '08 preinstalled
AppleCare Protection Plan for Mac Pro (w/or w/o Display) - Auto-enroll
However as amazing as the specifications are, i want to know if the dim3 engine would actually benefit from these specifications.
well, I'm sure nearly anything will work better with 6GHz processing speed and 16 GB RAM :O . I think dim3 would run just the same way as any other intel mac, but faster, and alongside MANY other applications. If you're just buying this for dim3, I'd recommend trying it first, a few people have tried in the past and didn't have the skills or patience to keep going.
(I had to look up 8-core, and holy ****! "Mac Pro accommodates up to four drives and 3TB of storage" It's been estimated that that's the amount the human brain holds! :O It's not long before Apple developes AI and it'll be freaking smarter than us!)
hi,
Thank you for your reply. ofcourse i wont buy that pc just for dim3 only. that would mean i COULD waste 16.000 euros. I hope dim3 isnt limited to the amount of polygons used.
Maybe the creator could tell me more what the limitations are of the DIM3 Engine? And i pressume this is the only free easy-to-use 3D engine for the mac?
Lol, the only good one!
Welcome to the forum

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It has to be on 10.3.9 or higher, games run on windows but can only be developed on macs.
The limit is 8000 polys, but thats more than you'll ever need. And it'll still run fine on most comps

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Textures have to be squares of 2, because otherwise older comps wouldn't support it

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(2 4 8 16 32 64 128 256 512 1024 2048....) But they DO NOT have to be square.
Textures .png
Movies .mov
scripts .js or .xml (javascript, NOT java, there's a difference)
When running on windows, you will see a data folder, on mac you don't have to. (you don't compile it).
Don't get it wrong though, easy to use doesn't mean easy to make a good game, it means easy to learn

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Brian might have other things to say, but thats what I could think of right now.
It has to be slightly limited, so that people with computers that are not as awesome as that one can play games. also, it's 8,000 PER MODEL, not 8,000. the number of models in your game is unlimited (or I've never reached the limit)
sorry i know... old!
but 8000 is a bit a too small amount for me but i have found a way that still needs testing though

using it for my games

(no I didn't model this)

That's 6930 polys with a normal map. And he/she wasted quite a few polys.
If you can model like that, it's fine using that many polys. Otherwise, you really don't need them.
nice! :o I always want to get the image in my head exactly on my screen but I can't do that because of a small problem I have :x but that way I need more poly's because I didn't know that Dim3 could work with normal maps on such a level... haven't been active for a while :s
Without the normal map:

Still looks good. And normal maps have been around for a while.
Though normal maps DO need some work still-specular isn't currently effected by them the right way. You won't get the shiny effect you get in the pic I posted before. The good news is, Brian is working on specular and normal maps so the next version should be better.

nice :D I must take advantage of it :D:D
Especially if I want LoF:RU to be a hit :p