Search found 2292 matches

by mh
Thu Mar 02, 2017 7:32 pm
Forum: Engine Programming
Topic: FitzQuake Mark V - Easy to compile and ...
Replies: 115
Views: 438839

Re: FitzQuake Mark V - Easy to compile and ...

revelator wrote:infinite farclip.
With protocol 15/666 limits of +/- 4096, you can set farclip to 14189 and it's effectively infinite so far as Quake is concerned.

Please drop that "normal mapping" too; it's deeply embarrasing.
by mh
Fri Feb 24, 2017 12:19 pm
Forum: Programming Tutorials
Topic: Areanodes
Replies: 7
Views: 5934

Re: Areanodes

Not a problem. :)

I don't think you're going to see improvements with a clean Fitz because that's already very significantly CPU-bound elsewhere.
by mh
Thu Feb 23, 2017 7:40 pm
Forum: Programming Tutorials
Topic: Areanodes
Replies: 7
Views: 5934

Re: Areanodes

frag.machine wrote:Does this have any influence on the PVS calculation and/or network traffic ?
Not a thing, but...

Single player games have servers too. A CPU load reduction on a 600 monster meat-grinder is anything but "simple".
by mh
Wed Feb 22, 2017 11:21 pm
Forum: Programming Tutorials
Topic: Areanodes
Replies: 7
Views: 5934

Areanodes

Areanodes are used by the Quake engine for entity interaction and collision detection. They are a server-side optimization to prevent each entity having to be tested against every other entity. Instead the map is partitioned into "areas", entities are placed into these areas, and only enti...
by mh
Tue Feb 21, 2017 2:16 pm
Forum: Engine Programming
Topic: FitzQuake Mark V - Easy to compile and ...
Replies: 115
Views: 438839

Re: FitzQuake Mark V - Easy to compile and ...

I believe that compiled vertex arrays existed purely as an optimization for software T&L cards doing multipass rendering. The idea is that by locking the arrays you tell your driver that you're not going to be modifying them until you unlock; at that point the driver can run vertex transforms, o...
by mh
Sun Feb 19, 2017 10:52 pm
Forum: Engine Programming
Topic: FitzQuake Mark V - Easy to compile and ...
Replies: 115
Views: 438839

Re: FitzQuake Mark V - Easy to compile and ...

It's just applying an emboss effect to the raw texture data, nothing spectacular. Something I did back in 2001 or 2002 and am now slightly embarrassed about having my name attached to. Looks quite crap. I wouldn't bother. Regarding texture loading, OpenGL allows you to specify a texture with width, ...
by mh
Thu Feb 16, 2017 5:12 pm
Forum: Programming Tutorials
Topic: Learning OpenGL
Replies: 11
Views: 10294

Re:

I believe that the only reason this exists is for Voodoo 2 cards. The 1st generation of these had something like 4MB framebuffer and 2MB per texture unit; texture swapping would have been the norm and I suspect that this was done to ensure that lightmaps always stayed on GL_TEXTURE1 and therefore w...
by mh
Thu Feb 16, 2017 4:01 pm
Forum: Programming Tutorials
Topic: Avirox's Rotation Tutorial Adapted to NetQuake
Replies: 86
Views: 87731

Re: Avirox's Rotation Tutorial Adapted to NetQuake

What a fascinating re-read. One note: my test map seems to give trouble in RMQe and DirectQ. As soon as you touch the bridge you sink in and get stuck. I know those aren't maintained, but this might be a useful debug test case if you're still using the same collision code in your research engine, mh...
by mh
Thu Feb 16, 2017 10:16 am
Forum: Engine Programming
Topic: FitzQuake Mark V - Easy to compile and ...
Replies: 115
Views: 438839

Re: FitzQuake Mark V - Easy to compile and ...

...does an ok job for a console debugger, but i can understand why it might be hard on a windows programmer to use it... It's not a matter of GUI vs console. It's a matter of functionality, integration into the code/build/test workflow, and whether or not the tool helps me to be productive. Regardi...
by mh
Tue Feb 14, 2017 9:38 pm
Forum: Engine Programming
Topic: FitzQuake Mark V - Easy to compile and ...
Replies: 115
Views: 438839

Re: FitzQuake Mark V - Easy to compile and ...

Ha, ha, yes, it's just that good tools are important and a really good debugger is the most important of all so far as I'm concerned. I can't even begin to tell you the number of times Visual Studio's debugger has been genuinely helpful to me. Not just in debugging, but also in design - single-stepp...
by mh
Tue Feb 14, 2017 10:38 am
Forum: Engine Programming
Topic: FitzQuake Mark V - Easy to compile and ...
Replies: 115
Views: 438839

Re: FitzQuake Mark V - Easy to compile and ...

The wrapper code does use some D3DX calls but it dynamically links (using LoadLibrary/GetProcAddress) to the highest numbered D3DX DLL on the client system so that it should be reasonably well immune to Microsoft's versioning game of musical chairs. Likewise with D3DCompiler. I've no idea how any of...
by mh
Wed Jun 22, 2016 2:18 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6123242

Re: What are you working on?

I suggest disabling mipmap filtering, to achieve a more sharp look on distance. nnoooo! if you disable mipmap filtering, you end up with everything using mip0 everywhere. when combined with even quakes texture resolution, this results in a whole boatload of noise. flickering glitchy noise that vaug...
by mh
Sun May 29, 2016 12:36 pm
Forum: General Discussion
Topic: Looking for help with external model textures
Replies: 2
Views: 4924

Re: Looking for help with external model textures

Darkplaces convention should work for DirectQ but it's been so long that I can't recall specifics (I no longer even have the source code to check). What I can recall is that I definitely used the Darkplaces naming convention, because the other naming convention breaks on s_light (ID1 has both s_ligh...
by mh
Sun May 22, 2016 11:48 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6123242

Re: What are you working on?

sven coop was released with a custom engine and still uses valve bsp. Doesn't matter, it's still illegal and Valve can C&D it if they wish. To be specific, the HL tools come with an EULA that forbids them to be used for generating content for any game other than HL. Just because one mod broke t...
by mh
Wed May 11, 2016 1:26 pm
Forum: General Discussion
Topic: FPS game. Need input.
Replies: 17
Views: 18857

Re: FPS game. Need input.

Properly unlocked framerate, with network transmission properly decoupled from screen refresh updates.