What are you working on?
Moderator: InsideQC Admins
Yeah, HL2 still uses bsp's.
@leieilol: Perhaps on slow PC's, but I would imagine that on PC's with quad core cpu's and who knows how many gpu cores, there is little difference.
I need to read more into this though. I'm going to be learning OpenGL programming this year at university.
@leieilol: Perhaps on slow PC's, but I would imagine that on PC's with quad core cpu's and who knows how many gpu cores, there is little difference.
I need to read more into this though. I'm going to be learning OpenGL programming this year at university.
....noodle...
- Zylyx_
- Posts: 111
- Joined: Wed Dec 05, 2007 6:52 pm
- Location: scotland, uk
BSPs or Quadtree or something will always be used for collision.
For rendering, its generally best to build large blocks of geometry and submit it all in one go. Let the gfx card cull backfaces, etc. Its not worth the CPU's time to go through every surface working out which individual triangles are visible. The CPU is better off figuring out ragdoll and AI stuff. :P
Of course, its a tradeoff. Overdraw vs excessive filtering. For a simple world, where you have large polygons spanning half the map, it makes sense to try and reduce overdraw. For a complex highly detailed scene, most overdraw optimisations are overkill compared to how much would actually be overdrawn.
Imho.
Heck, I can think of situations where culling certain polys would actually make things slower instead of faster.
For rendering, its generally best to build large blocks of geometry and submit it all in one go. Let the gfx card cull backfaces, etc. Its not worth the CPU's time to go through every surface working out which individual triangles are visible. The CPU is better off figuring out ragdoll and AI stuff. :P
Of course, its a tradeoff. Overdraw vs excessive filtering. For a simple world, where you have large polygons spanning half the map, it makes sense to try and reduce overdraw. For a complex highly detailed scene, most overdraw optimisations are overkill compared to how much would actually be overdrawn.
Imho.
Heck, I can think of situations where culling certain polys would actually make things slower instead of faster.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Urre wrote:/me loves frag.machine
I meant to attempt that myself, although I would've left monsters in, and required an engine with increased entity limits to run it. The original plan was to have the start map as a hub, and all the episodes would span from the episode selection rooms forward. It would've been awesome. Could still be done, ofcourse.
The original idea was to create a far off limits map for engine stress, but I realize this could be used for a number of mod ideas - for example, a persistent world version of the original Quake, or a checkpoint-based mod (like TF2).
Also, I want to replace a lot of the static lights that can be discarded without prejudice thanks to the modern versions of LIGHT available nowadays, so I am adding back the entities in groups, while keeping an eye in their global number. Eventually I'll put back all the monsters, too.
Urre wrote:Note though, it wouldn't be worth it unless as many of the exits/entrances as possible would be made seamless. No teleports between levels besides the ones which have actual teleports. Slipgates between start map and e*m1 could be skipped too, for awesomeness.
This goes beyond my map ability, but would be awesome, and if there's someone willing to take the task I can gladly share what I have done so far as a start point. Could be a good idea for a mapping contest, btw.
Urre wrote:Haven't tested yours yet, will do
Heh, I just posted a noclip screenshot. But I'll make everything available for download when it's done (I guess it won't take too much to finish now).
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Zylyx_ wrote:@leieilol: Perhaps on slow PC's, but I would imagine that on PC's with quad core cpu's and who knows how many gpu cores, there is little difference.
It's slow on my recent 2008 dual core CPU, and that's not even with rtlight kicked in.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Well, it depends which sex it is.. Males have their things inside it, females don't. It's quite like the cloacas on reptiles, but these creatures don't do it all from one place, they have a separate hole for pooping...
But this one's probably a male.. I thought the two little "hairs" under the chin only grow on males.. or on females they're much smaller.
But this one's probably a male.. I thought the two little "hairs" under the chin only grow on males.. or on females they're much smaller.
zbang!
-

jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
I've been working with Torque3d for work purposes actually. My life has been very low on Quake for a while now. Need more hours in the day...
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
-

scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
frag.machine wrote:Heh, I just posted a noclip screenshot. But I'll make everything available for download when it's done (I guess it won't take too much to finish now).
Hah, that's what one gets for reading/posting while drunk, I guess.
Also, cool stuff jim, keep it up
I was once a Quake modder
-

Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
Improved the high poly model... I redid many of the scales with just the "standard" brush in zbrush... Some changes on the colour of the skin, it was a bit too green (but I'll probably redo the colour patterns completely).

zbang!
-

jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
goldenboy wrote:Finally someone dares to give monsters genitals. ..
oh you should see some of leileilol's work
-

Error - InsideQC Staff
- Posts: 865
- Joined: Fri Nov 05, 2004 5:15 am
- Location: VA, USA
Who is online
Users browsing this forum: No registered users and 1 guest


