Search found 219 matches

by jitspoe
Sun Apr 27, 2014 4:18 am
Forum: OpenGL Programming
Topic: An Interesting Direct3D vs. OpenGL History...
Replies: 3
Views: 6337

An Interesting Direct3D vs. OpenGL History...

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"
by jitspoe
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.
by jitspoe
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...
by jitspoe
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:

Image
by jitspoe
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...
by jitspoe
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 ...
by jitspoe
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 ...
by jitspoe
Tue Apr 01, 2014 7:41 pm
Forum: General Discussion
Topic: Pi Q3
Replies: 4
Views: 1976

Re: Pi Q3

Quake 3.14159265358979323846264338327950...
by jitspoe
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.
by jitspoe
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.
by jitspoe
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...
by jitspoe
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...
by jitspoe
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.
by jitspoe
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

frag.machine wrote:lightning bolt!
http://www.youtube.com/watch?v=j_ekugPKqFw
by jitspoe
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...