Search found 639 matches
- Fri Mar 23, 2012 3:28 pm
- Forum: Programming Discussion
- Topic: Quake III BSP PVS
- Replies: 5
- Views: 2824
Re: Quake III BSP PVS
Hmm, I've been trying really hard with this, I've found numerous other open sourced examples and I've been studying a lot about BSP trees, but I swear I still have no idea what the problem is. My traversal code looks okay (to me).. I'm very unsure what to even look for anymore. FindLeaf() doesn't se...
- Thu Mar 22, 2012 9:15 am
- Forum: Programming Discussion
- Topic: Quake III BSP PVS
- Replies: 5
- Views: 2824
Re: Quake III BSP PVS
You have not laid out precisely WHAT the problem IS. What you have labelled as "this does not work, either everything is visible or nothing is visible" . This is precisely how the PVS check is supposed to work. You're testing the leaf you're IN versus every other leaf in the map to see if...
- Tue Mar 20, 2012 5:50 pm
- Forum: Programming Discussion
- Topic: Quake III BSP PVS
- Replies: 5
- Views: 2824
Quake III BSP PVS
Lately I've been studying a lot of Id Software's work, and I started on Quake III's BSP maps. I've got pretty much everything to work fine, I've got it rendering with frustum culling / material sorting and even lightmaps. But the PVS (Potentially visible set?) is being a real pain. From what I under...
- Wed Mar 07, 2012 1:03 pm
- Forum: Programming Discussion
- Topic: Handling the collision of meshes
- Replies: 8
- Views: 3450
Re: Handling the collision of meshes
Sorry it's taken so long to reply to this. Life is hell. The approach I took was to just (at initialization) compute the minimum and maximum value of each axis to create a bounding box for the mesh. It works pretty well, and if you generate one per each frame it's quite fine. (And quick). I do find ...
- Wed Feb 22, 2012 11:00 am
- Forum: Current Events and Science/Technology
- Topic: Microsoft BlueHat Contest - First Place Prize $200k
- Replies: 2
- Views: 8404
Re: Microsoft BlueHat Contest - First Place Prize $200k
Woot! opportunity to learn stuff!
- Fri Feb 17, 2012 5:57 pm
- Forum: Programming Discussion
- Topic: Handling the collision of meshes
- Replies: 8
- Views: 3450
Handling the collision of meshes
Let's say for example, we have 3 different meshes (or models) in 3D space, we needs to check if any of these three intersects with another. There are many ways of doing it, with spheres, hit boxes, per triangle, ray casting etc. BUT, let's say we're going to use a sphere or a hit box (per triangle i...
- Thu Feb 02, 2012 9:00 am
- Forum: Programming Discussion
- Topic: Extra Vertices specified? -OpenGL problem
- Replies: 4
- Views: 2278
Re: Extra Vertices specified? -OpenGL problem
Thanks for the replies! It seems to only occur whenever the the vertices are close to the nearest viewpoint. (1.0). Or more specifically as Gino8 said, whenever some of the vertices are skipped from the clipping. If they are transformed to a reasonably distance away, it works fine. I guess OpenGL cl...
- Wed Feb 01, 2012 11:30 am
- Forum: Programming Discussion
- Topic: Extra Vertices specified? -OpenGL problem
- Replies: 4
- Views: 2278
Extra Vertices specified? -OpenGL problem
I swear my brain isn't working lately.... Say I have this array: static float CubeFace_Top[12] = { -1, 1, -1, -1, 1, 1, 1, 1, 1, 1, 1, -1 }; And this code: for ( int x = 0;x < 8;x++ ) { for ( int z = 0;z < 8;z++ ) { glPushMatrix(); glTranslatef((float)x, 0, (float)-z); glBegin(GL_QUADS); glVertex3f(...
- Wed Feb 01, 2012 8:06 am
- Forum: Programming Discussion
- Topic: id software on github
- Replies: 3
- Views: 2040
Re: id software on github
The code of gods on github.
I may just sit in a darkened room for a few days whilst I browse through it all
I may just sit in a darkened room for a few days whilst I browse through it all
- Fri Jan 27, 2012 1:08 pm
- Forum: Programming Discussion
- Topic: What IDE should I use for cross platform development?
- Replies: 26
- Views: 10755
Re: What IDE should I use for cross platform development?
This seems like a vague question.
You're stressing over....compatibility issues?
You're stressing over....compatibility issues?
- Sat Jan 21, 2012 4:25 pm
- Forum: General/Off-Topic
- Topic: Forum suggestion
- Replies: 2
- Views: 2027
Re: Forum suggestion
We prefer to keep it in the archives rather than just deleting it altogether. That's why even the dumbest of dumb posts are kept in "Posts You Shouldn't Make". The only posts that ever get completely deleted are spam posts. We've migrated to a new host since the database overflow that cau...
- Sat Jan 21, 2012 2:09 pm
- Forum: General/Off-Topic
- Topic: Forum suggestion
- Replies: 2
- Views: 2027
Forum suggestion
superLED suggested a "Quick Question" topic, which made me think, would it be possible to have some section of the forum systematically clear itself out? For example, if it's a question that won't really be a benefit to others, why keep it hogging all the server space? Just figured it woul...
- Thu Jan 19, 2012 4:13 pm
- Forum: Programming Discussion
- Topic: Too many DLLs!
- Replies: 13
- Views: 3539
Re: Too many DLLs!
This^.szdarkhack wrote:If you think that looks messy, look at the Steam installation folder (or any game for that matter )
They're definitely not panicking. Microsoft who came up with this whole "DLL business" definitely don't seem to be panicking from the looks of their programs directories
- Thu Jan 19, 2012 3:10 pm
- Forum: General Gaming
- Topic: Gameboy colour emulator in HTML5
- Replies: 4
- Views: 5901
Re: Gameboy colour emulator in HTML5
Excellent emulator, very speedy considering. Some of us still use the original hardware though
- Mon Jan 16, 2012 2:16 pm
- Forum: Art, Music, and Design
- Topic: Original Legend of Zelda Design Docs
- Replies: 4
- Views: 8715
Re: Original Legend of Zelda Design Docs
I just broke my keyboard with drool!