Kind of tangential question, but does anyone know which of the following is faster to do in qc:
x = vlen( vec );
or
x = vec_x * vec_x + vec_y * vec_y + vec_z * vec_z;
One is a function call which has to calculate a square root, while the other has 3 multiplications and two additions, but all ...
Search found 122 matches
- Fri Jan 18, 2008 5:31 pm
- Forum: QuakeC Programming
- Topic: Finding a nearest entity
- Replies: 11
- Views: 4466
- Sat Jan 05, 2008 2:45 am
- Forum: Engine Programming
- Topic: 3D Skyboxes
- Replies: 20
- Views: 10070
- Fri Jan 04, 2008 1:08 am
- Forum: Engine Programming
- Topic: 3D Skyboxes
- Replies: 20
- Views: 10070
- Thu Jan 03, 2008 11:57 pm
- Forum: Engine Programming
- Topic: 3D Skyboxes
- Replies: 20
- Views: 10070
See, I think this would be something that mappers would use, because they use regular skyboxes all the time. In fact it was a mapper who requested this to me. The way I suggested setting it up would mean that it has sensible fallbacks in other engines(2d skyboxes then regular sky render). I agree ...
- Sun Dec 23, 2007 12:43 am
- Forum: Engine Programming
- Topic: 3D Skyboxes
- Replies: 20
- Views: 10070
3D Skyboxes
Exactly how difficult would it be to add support for 3d skyboxes - the kind of thing you see in half-life 2 - into the quake engine? The sort of thing I had in mind is having a worldspawn key called "skymap" that would tell you the bsp file to render in place of a 2D skybox - although to complicate ...
- Fri Dec 14, 2007 12:31 am
- Forum: QuakeC Programming
- Topic: Entity checks
- Replies: 10
- Views: 3438
- Fri Nov 16, 2007 5:26 pm
- Forum: QuakeC Programming
- Topic: "You've got the lead"
- Replies: 32
- Views: 10479
Wouldn't only clients acquire frags though?
So how would a non-client become "leader"?
Ah, that's the cunning part. If you suicide you lose frags, so it's possible for all the players on the map to have < 0 frags. Then something else on the map, which starts with 0 frags, would take the lead. You ...
So how would a non-client become "leader"?
Ah, that's the cunning part. If you suicide you lose frags, so it's possible for all the players on the map to have < 0 frags. Then something else on the map, which starts with 0 frags, would take the lead. You ...
- Thu Nov 15, 2007 4:23 pm
- Forum: QuakeC Programming
- Topic: "You've got the lead"
- Replies: 32
- Views: 10479
As a general note, if you don't run the function spawn() then you don't actually create a new entity on the server. The only new things created here are variables which have a particular entity's "number" stored in them, and allow you to access that entity. (The technical term is a "pointer" to the ...
- Mon Nov 12, 2007 11:58 pm
- Forum: General Discussion
- Topic: Help... Quake music without CDs
- Replies: 42
- Views: 12010
- Tue Nov 06, 2007 9:57 am
- Forum: QuakeC Programming
- Topic: world.qc
- Replies: 22
- Views: 7040
- Fri Nov 02, 2007 5:14 pm
- Forum: Mapping
- Topic: How to create rotating doors?
- Replies: 70
- Views: 38844
It won't be fullbright if you add lights to door.map and recompile it as you would any other map with lights. All you have to do is set the light values so that they correspond to that area's light values and it's no longer fullbright! As Dr. Shadowborg says, you can set the default light level and ...
- Fri Nov 02, 2007 1:01 pm
- Forum: Mapping
- Topic: How to create rotating doors?
- Replies: 70
- Views: 38844
- Fri Nov 02, 2007 8:41 am
- Forum: Mapping
- Topic: How to create rotating doors?
- Replies: 70
- Views: 38844
I didn't put any lights in because I'm lazy, and the fullbright door looked alright in the test map. You can add lights to door.map and compile them in. They're fixed lights, not changing when you rotate the brush, but that would be true whether you made a seperate map or not, and the same happens ...
- Thu Nov 01, 2007 4:27 pm
- Forum: Mapping
- Topic: How to create rotating doors?
- Replies: 70
- Views: 38844
- Thu Nov 01, 2007 1:21 pm
- Forum: Mapping
- Topic: How to create rotating doors?
- Replies: 70
- Views: 38844
That's because worldcraft strips out origin keys from brush entities, assuming they shouldn't be there. Perhaps it would be better to give it a unique key name like _rotate_origin for the compiler to read, which is then interpreted as the origin both for rotational centre and for the origin of the ...