Search found 639 matches

by N64vSNES
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...
by N64vSNES
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...
by N64vSNES
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...
by N64vSNES
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 ...
by N64vSNES
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...
by N64vSNES
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...
by N64vSNES
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(...
by N64vSNES
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 :)
by N64vSNES
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?
by N64vSNES
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...
by N64vSNES
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...
by N64vSNES
Thu Jan 19, 2012 4:13 pm
Forum: Programming Discussion
Topic: Too many DLLs!
Replies: 13
Views: 3539

Re: Too many DLLs!

szdarkhack wrote:If you think that looks messy, look at the Steam installation folder (or any game for that matter :lol: )
This^.

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 ;)
by N64vSNES
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 ;)
by N64vSNES
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! :shock2: