Search found 266 matches
- Wed Jun 29, 2011 11:15 am
- Forum: Gameplay & Design
- Topic: Zombie types
- Replies: 14
- Views: 16489
For generating zombies, there is the obvious first thing of making every monster just be converted into a zombie immediately, just have that entity point to the variety of zombie you would like it to be (or roll the dice and pick from one of a few zombie types). Further to this, in each monster's s...
- Tue Jun 07, 2011 6:26 am
- Forum: QuakeC Programming
- Topic: -zone to prevent crashing
- Replies: 21
- Views: 5974
- Mon Jun 06, 2011 10:54 am
- Forum: Gameplay & Design
- Topic: Playing without a mouse
- Replies: 7
- Views: 8148
- Sat Jun 04, 2011 6:07 am
- Forum: Programming Tutorials
- Topic: Loading External .Ent Files
- Replies: 18
- Views: 10199
- Sun May 29, 2011 3:33 am
- Forum: Engine Programming
- Topic: Engine Philosophy Discussion
- Replies: 40
- Views: 8827
- Tue May 24, 2011 12:27 pm
- Forum: General Discussion
- Topic: How to use different "gravity" for some entities i
- Replies: 12
- Views: 4708
- Fri May 20, 2011 4:48 am
- Forum: Engine Programming
- Topic: Fixed point Quake
- Replies: 5
- Views: 1968
- Thu May 19, 2011 4:02 am
- Forum: QuakeC Programming
- Topic: Normalized Random Numbers (Bell Curve)
- Replies: 3
- Views: 2750
Double posting for additional insight: The Box-Muller transform (Wikipedia it) allows you to generate random normals by using two random floats (you will need to filter out random floats that == 1), but it requires: # either sin() or cos() # ln() of a number between 0 and 1 # sqrt() (note that this ...
- Thu May 19, 2011 3:30 am
- Forum: QuakeC Programming
- Topic: Normalized Random Numbers (Bell Curve)
- Replies: 3
- Views: 2750
Binomial approximations of normal distributions are ok upto a point. Note that random() gives a float by default (you need to floor() or ceil() it, most usually the latter, to get an int). Also note that the most obvious way of combining random numbers: damage = (random() + random() + random()) * 10...
- Wed May 18, 2011 5:52 pm
- Forum: QuakeC Programming
- Topic: Owned: Bobbing Platforms (Tutorial)
- Replies: 6
- Views: 2473
Nice. Didn't think to use a sine table. That long mad elseif chain can be made more efficient (for matters of runaway loops). But other than that, good stuff. Edit: Mathlib sin uses radians, not degrees. sin (90) degrees == sin (M_PI / 2) radians. Actually, the other way around. The sin() builtin us...
- Tue May 17, 2011 10:57 pm
- Forum: General Programming
- Topic: Differences in Quake and Unreal
- Replies: 8
- Views: 4515
- Tue May 17, 2011 1:19 am
- Forum: QuakeC Programming
- Topic: Bobbing Platform (The Hard Question)
- Replies: 7
- Views: 2304
Re: Bobbing Platform (The Hard Question)
Let's say you have 3 or 4 platforms suspended in mid-air. Can they be made to bob via QuakeC? (func_platform_bobbing or whatever) "Q3-style" item bobbing (like in ezQuake or JoeQuake, cl_bobbing 1) uses the sin function to alternate through values between 0 and 1 with a circular kind of m...
- Mon May 16, 2011 2:52 pm
- Forum: Engine Programming
- Topic: Max number of entities.
- Replies: 14
- Views: 3124
What are the best existing released maps to use as a stress test? Marcher Fortress, Masque of the Red Death, pretty much anything by Tronyn in his Drake-enhanced revival. As for demos (wasn't asked for here, but listing anyway), bigass1 is the classic benchmark demo, but also consider qdq_1949. How...
- Mon May 16, 2011 12:51 am
- Forum: Engine Programming
- Topic: Perhaps better "world" interaction with mouse
- Replies: 2
- Views: 1491
- Mon May 16, 2011 12:48 am
- Forum: General Programming
- Topic: Differences in Quake and Unreal
- Replies: 8
- Views: 4515