## Search found 402 matches

Tue May 24, 2022 2:37 am
Forum: General Programming
Topic: Safe vector angle calculations
Replies: 1
Views: 485

### Re: Safe vector angle calculations

I got curious just what results one would get for zero vectors, so I did some quick tests. Two zero vectors are "considered" to be parallel and return an 0 radians (0 degrees). A zero vector and a non-zero vector are effectively orthogonal and return pi/2 radians (90 degrees).
Sun Apr 03, 2022 8:21 am
Forum: General Programming
Topic: Safe vector angle calculations
Replies: 1
Views: 485

### Safe vector angle calculations

I'm sure we've all been bitten by acos(x) or asin(x) producing nan (or an exception) despite efforts to ensure x is in the -1..1 range. I learned a very nice bit of math while I was off in KSP land. Don't use acos or asin . Use atan , or even better, atan2 . (Indirect thanks to William Kahan, more d...
Thu May 09, 2013 12:53 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3879
Views: 477065

### Re: What are you working on?

Not a lot. I've been throwing little green men at the atmosphere at about 2000m/s for the last month or so (playing Kerbal Space Program: dangerously addictive).
Wed Mar 20, 2013 2:09 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 58945

### Re: qbismSuper8 builds

If a bit of code duplication doesn't bother you (and you have cvar callbacks), a global function pointer is better than a global int. Then the cvar can select the appropriate function. If you don't have callbacks, then checking the global (or cvar) before calling the function is almost as good. The ...
Tue Mar 19, 2013 4:40 am
Forum: Modeling
Topic: New Quake assets...
Replies: 23
Views: 9360

### Re: New Quake assets...

Cool. Even more cool, he's using my mdl addon . I could tell because of the script in the text editor.
Thu Mar 07, 2013 12:26 pm
Forum: General Discussion
Topic: Engoo
Replies: 222
Views: 46535

### Re: Engoo

I get between 5% and 6% gain: 100 * (new - old)/old

Still, nothing to sneeze at, that's a very respectable gain.
Thu Feb 28, 2013 11:57 am
Forum: General Discussion
Topic: OpenSmash Project Design Doc
Replies: 18
Views: 6174

### Re: OpenSmash Project Design Doc

1024x1024 for the body and 512x512 for the head. Also bruteforcing IQMs through the polydraw code could have a similar application to Q3BSP, maybe... </brainfart> I prefer to think of it as "finessing" :). Other than having to calc vertex transforms on the fly, it was a very natural fit. A...
Wed Feb 27, 2013 5:38 am
Forum: Programming Tutorials
Topic: Framerate-independent stair-step smoothing
Replies: 1
Views: 2811

### Re: Framerate-independent stair-step smoothing

v_stepz = v_oldz + (cl.time - v_steptime) * 80; You might like to take a look at this article ("Stable algorithms also matter" section). It presents an alternate calculation for blend functions that guarantees the blend factor will never escape the 0..1 range, no matter how crappy time's ...
Wed Feb 27, 2013 5:00 am
Forum: General Discussion
Topic: OpenSmash Project Design Doc
Replies: 18
Views: 6174

### Re: OpenSmash Project Design Doc

leileilol: it shouldn't be too hard if you follow the same path I did (QF's sw renderer does iqm, even to converting the skins from RGB to paletted). The basic design of the sw support for iqm is just to bypass the high-level alias mdl code and feed the triangles from each mesh to D_PolysetDraw(). I...
Tue Feb 26, 2013 12:15 pm
Forum: General Discussion
Topic: player.mdl GPL?
Replies: 17
Views: 5088

### Re: player.mdl GPL?

I was initially thinking we'd need monsters with similar attacks, but then I realized that since we would need new sounds, might as well come up with new attacks, too. With that, you don't have to worry about your chainsaw wielding non-ogre being compared to an ogre.
Tue Feb 26, 2013 4:15 am
Forum: General Discussion
Topic: player.mdl GPL?
Replies: 17
Views: 5088

### Re: player.mdl GPL?

For a base "OpenQuake", I'd have to agree that mdl, wav and POT friendly 8-bit textures would be the way to go. However, that doesn't mean there can't be an enhanced version (possibly using the enhanced version to help generate the base version). I had a laugh the other day: I was working ...
Mon Feb 25, 2013 5:28 am
Forum: Mapping
Topic: bsp models size question.
Replies: 6
Views: 2150

### Re: bsp models size question.

I haven't noticed anything in the renderer that makes a distinction between the world bsp and other bsp models for any limitations. While its usefulness is debatable*, there's no reason I know of you shouldn't be able to load a second map as a non-world bsp model. * I can think of some, but that wou...
Wed Feb 20, 2013 10:53 pm
Forum: Engine Programming
Topic: Protocol FitzQuake
Replies: 19
Views: 5400

### Re: Protocol FitzQuake

I believe there's tourtisGIT, and I seem to remember reading somewhere that MS is integrating git into their IDE.
Wed Feb 20, 2013 1:44 am
Forum: Engine Programming
Topic: Protocol FitzQuake
Replies: 19
Views: 5400

### Re: Protocol FitzQuake

r00k wrote:now i just need to clean up all this mess ive made in the past 6 hours
git. Learn to love it
Tue Feb 19, 2013 4:52 am
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 50112

### Re: Quake MOD - In The Shadows

Unfortunately, it's not really legal to use the shareware data with mod data, but I'm not one for enforcing that. What I want to see is some free (even if crappy) assets for quake. Fortunately, the palette seems to be free (apparently public domain), so compatible textures aren't a problem (other th...