Happened across this and thought some of you might find it interesting:
http://programmers.stackexchange.com/qu ... er-windows - Scroll down to "Birth of Conflict"
Search found 219 matches
- Sun Apr 27, 2014 4:18 am
- Forum: OpenGL Programming
- Topic: An Interesting Direct3D vs. OpenGL History...
- Replies: 3
- Views: 6337
- Thu Apr 17, 2014 4:14 pm
- Forum: General Discussion
- Topic: fte bug / problem
- Replies: 22
- Views: 6060
Re: fte bug / problem
Honestly, I don't understand why everybody is dropping XP support. Seems like forced obsolescence to me. What do Windows 7 or 8 get you over XP? For me, there was almost no improvement, and some things (ex: sound driver support) are much worse.
- Mon Apr 14, 2014 6:31 pm
- Forum: Artificial Intelligence
- Topic: The Dijkstra Project
- Replies: 23
- Views: 17525
Re: The Dijkstra Project
I'm not sure if this will be of any help, but I'm also at the beginnings of AI programming and have some source (in a rough state) up here: http://paintball2.cvs.sourceforge.net/viewvc/paintball2/paintball2/bots/ It's for Quake2, but kind of separated from the game code (in its own lib). I think you...
- Thu Apr 10, 2014 12:15 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6205018
Re: What are you working on?
Felt inspired to fire up Filter Forge again and revise one of my procedurally generated wood textures:
- Wed Apr 09, 2014 3:12 pm
- Forum: General Discussion
- Topic: Gamedev temptations
- Replies: 16
- Views: 4692
Re: Gamedev temptations
leileilol: Perhaps you should be tempted to write new blender exporters. :) I haven't used much, but the blender exporters always seem to be buggy... though usually it's some minor tweak to fix (I think the HL2 exporter was using an incorrect identity matrix or something somewhere -- swapping a 1 an...
- Wed Apr 09, 2014 3:00 pm
- Forum: Mapping
- Topic: IdTech 1/2/3/4 BSP/PVS
- Replies: 7
- Views: 8584
Re: IdTech 1/2/3/4 BSP/PVS
The reason some of the BSP versions don't handle large, open spaces well is because they chop up the geometry every X units, so the more units you have, the more polygons you end up with. This chopping can be reduced by scaling the texture up. I'm not sure how bad it is in idTech 3 and 4, but 1 and ...
- Mon Apr 07, 2014 9:20 pm
- Forum: General Discussion
- Topic: Gamedev temptations
- Replies: 16
- Views: 4692
Re: Gamedev temptations
Hm... where to begin... Lately, I've been tempted to try out some of those engines as a service deals (Unreal 4, Crytek, etc.), but they tend to cater to more of a high-end gamer, and that market tends to be kind of small (not to mention very time consuming to build content for). Then I get tempted ...
- Tue Apr 01, 2014 7:41 pm
- Forum: General Discussion
- Topic: Pi Q3
- Replies: 4
- Views: 1976
Re: Pi Q3
Quake 3.14159265358979323846264338327950...
- Mon Mar 31, 2014 10:33 pm
- Forum: Mapping
- Topic: Using Blender to make Quake 3 maps
- Replies: 29
- Views: 25799
Re: Using Blender to make Quake 3 maps
I haven't tried q3map2 in a long time, but last time I tried to use it to make collision brushes out of a mesh, it did not do a very clean job of it. It made lots of tiny, thin brushes - like one for each triangle. Some of the brushes protruded through others, and there weren't clean edges.
- Wed Mar 26, 2014 4:01 pm
- Forum: General Discussion
- Topic: John Carmack to work primarily on Oculus Rift
- Replies: 33
- Views: 13973
Re: John Carmack to work primarily on Oculus Rift
John Carmack is working for Facebook?
Consider my soul crushed.
Consider my soul crushed.
- Sun Mar 16, 2014 3:10 am
- Forum: Artificial Intelligence
- Topic: AAS Files vs. Navmesh/Waypoints/etc.
- Replies: 20
- Views: 18356
Re: AAS Files vs. Navmesh/Waypoints/etc.
http://digitalpaint.org/images/devel/dynamic_waypoints4.jpg Oh, what a tangled web we weave! I think the dynamic waypoints I've done are about as good as can be expected. Looking at the results, I can't help but think, "if this were a navmesh, it could guarantee 100% coverage and not have to h...
- Tue Mar 11, 2014 11:07 pm
- Forum: General Programming
- Topic: A post-process shader mimicking the 3dfx Voodoo Graphics & 2
- Replies: 12
- Views: 11658
Re: A post-process shader mimicking the 3dfx Voodoo Graphics
I always hated the 3dfx look. I remember when I got my first voodoo (doodoo) card, and I was like, "Why are there weird rainbow colored splotches in the lightmaps? Why is everything so blurry? What's with the scan lines? I thought 3D acceleration was supposed to make the game look better... sof...
- Fri Mar 07, 2014 4:01 pm
- Forum: General Discussion
- Topic: QuakeWiki.net open to submissions
- Replies: 2
- Views: 2529
Re: QuakeWiki.net open to submissions
I strongly recommend manually approving users or manually creating accounts, if you're not. Spammers will flock to wikis like nothing you would believe.
- Thu Mar 06, 2014 12:56 am
- Forum: Project Showcase
- Topic: [OLD SHIT ENGINE] Pointless arena shooter
- Replies: 65
- Views: 58503
Re: [id3][WIP] OpenArena3
http://www.youtube.com/watch?v=j_ekugPKqFwfrag.machine wrote:lightning bolt!
- Mon Mar 03, 2014 3:29 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6205018
Re: What are you working on?
toneddu2000: With a randomly made world, I think you'd be better off with pre-placed waypoints on each playable prefab area. The method I'm doing requires that the player actually traverse the space, so AI would not be able to navigate until the player walked there. Of course, you could still use my...