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Postby leileilol » Fri Jul 31, 2009 5:09 pm

Zylyx_ wrote:You can just have static meshes that act as map objects and perform collision detection on them, or something like that.

that's slow. No VIS, and bad collision detection
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Postby Zylyx_ » Fri Jul 31, 2009 8:21 pm

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.
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Postby Spike » Fri Jul 31, 2009 8:57 pm

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.
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Postby frag.machine » Sat Aug 01, 2009 4:20 pm

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)
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Postby leileilol » Sun Aug 02, 2009 5:01 am

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.
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Postby jim » Mon Aug 03, 2009 4:13 am

My model with Python Regius skin.. It didn't get the scales very well to the back, but I'll work on that tomorrow..

Image
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Postby Error » Mon Aug 03, 2009 6:21 am

great work but is that an alien vagina?
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Postby jim » Mon Aug 03, 2009 1:04 pm

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.
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Postby scar3crow » Mon Aug 03, 2009 6:56 pm

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.
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Postby Urre » Mon Aug 03, 2009 10:15 pm

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
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Postby jim » Tue Aug 04, 2009 5:39 am

:D

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).

Image
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Postby xaGe » Wed Aug 05, 2009 2:38 am

..Nice vag Jim... :shock:

..NO but seriously skin that looks bad ass on him/her/it... :lol:
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Postby TheodoreRobertCowell » Wed Aug 05, 2009 6:18 am

I think you should delete that model, Jim; it's way too furry.
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Postby goldenboy » Wed Aug 05, 2009 11:11 pm

Jim, your work is very cool.

Finally someone dares to give monsters genitals. America will hate you for it, you little politically incorrect satanist ;-)

very nice.
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Postby Error » Thu Aug 06, 2009 5:48 am

goldenboy wrote:Finally someone dares to give monsters genitals. ..


oh you should see some of leileilol's work :wink:
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