The code in my immediate above post (ds, dt, extents, etc ...) is the code in RecursiveLightPoint in the Quake engine where it checks a polygon collision after the plane match is confirmed
It does NOT do a proper polygon collision check though, it only checks that the point is inside the lightmap ...
Search found 133 matches
- Mon Sep 03, 2012 2:13 am
- Forum: Engine Programming
- Topic: Planes and Point-Plane Collision
- Replies: 13
- Views: 6750
- Sun Sep 02, 2012 3:10 am
- Forum: Engine Programming
- Topic: Planes and Point-Plane Collision
- Replies: 13
- Views: 6750
Re: Planes and Point-Plane Collision
That piece of code figures out the texture coordinate of a point on a polygon.
What's that got to do with collisions?
I wanna say something helpful, but I don't know what you're trying to do.
What's that got to do with collisions?
I wanna say something helpful, but I don't know what you're trying to do.
- Thu Aug 30, 2012 2:00 am
- Forum: Engine Programming
- Topic: Boring Look@Keyboard/Mouse Button Input
- Replies: 13
- Views: 3655
Re: Boring Look@Keyboard/Mouse Button Input
I dunno why you said that.Baker wrote:Another boring thread ...
If you wanna say stuff, then say stuff, and let other people decide if it's interesting or not.
- Mon Aug 27, 2012 4:07 am
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 462306
Re: Doom 3 engine release and game code
Did you really get any speed improvement from that?reckless wrote: Replaced a number of strlen(somestring) == 0 to somestring[0] == 0 for speed.
Just admit you did it for programming aesthetics
- Sat Aug 11, 2012 5:40 am
- Forum: OpenGL Programming
- Topic: OpenGL 1.x easy question
- Replies: 9
- Views: 17125
Re: OpenGL 1.x easy question
You can't make a padded texture tile properly -- it's either use the NPOT extension, or chop up your polygon into pieces which are the same size as the texture (which is pretty painful to code).
- Sun Jul 15, 2012 8:15 am
- Forum: Engine Programming
- Topic: Sending map data from server to client?
- Replies: 16
- Views: 5432
Re: Sending map data from server to client?
Yeah, at first I merely saw darkplaces and fitzquake had upped MAX_DATAGRAM (renamed in darkplaces) up to 32768 or 65535, but later I found the code in SV_SendClientDatagram which limits the size to 1400 for non-local clients.
- Sat Jul 14, 2012 9:26 am
- Forum: Engine Programming
- Topic: Sending map data from server to client?
- Replies: 16
- Views: 5432
Re: Sending map data from server to client?
Many thanks Spike, that was really helpful.
P.S. I'm gonna try stuffing tile update messages in the reliable datagram, and increasing MAX_DATAGRAM (which is still 1024 in this antiquated codebase).
P.S. I'm gonna try stuffing tile update messages in the reliable datagram, and increasing MAX_DATAGRAM (which is still 1024 in this antiquated codebase).
- Fri Jul 13, 2012 9:48 am
- Forum: Engine Programming
- Topic: Sending map data from server to client?
- Replies: 16
- Views: 5432
Sending map data from server to client?
I'm making a 2D game based on the Quake engine, and I need to send 2D map data (tile numbers) from the server to the client, since the maps will be randomly generated on the server.
What's a good way to do this?
At the moment I have it sending tile data in a similar way it sends visible entities ...
What's a good way to do this?
At the moment I have it sending tile data in a similar way it sends visible entities ...
- Sat Jun 23, 2012 3:57 am
- Forum: Programming Tutorials
- Topic: PF_VarString crash bug (and fix)
- Replies: 10
- Views: 19669
Re: PF_VarString crash bug (and fix)
The "fix" in this tutorial has been shown to be bogus, and hence this thread should be renamed and moved out of the tutorials section.
- Sat Jun 16, 2012 7:00 am
- Forum: General Programming
- Topic: icculus' talk: Open Source Tools for Game Development
- Replies: 1
- Views: 3474
Re: icculus' talk: Open Source Tools for Game Development
Yep, well worth a watch.
- Sun May 27, 2012 9:59 am
- Forum: QuakeC Programming
- Topic: Quakec Clock
- Replies: 11
- Views: 5874
Re: Quakec Clock
Is it impossible to start a timer when the map starts and keep checking it to inject events at specific time (like a scripted game - the player walk in an area map and, after 2 min, a monsters horde spawns at his back or whatever)
You can think of every entity in the map as having a built-in ...
You can think of every entity in the map as having a built-in ...
- Sun May 27, 2012 5:51 am
- Forum: Mapping
- Topic: Optimizing a large q3bsp with fog
- Replies: 7
- Views: 4874
Re: Optimizing a large q3bsp with fog
Try adding "_farplanedist" "512" (or whatever value) to the worldspawn entity.
(This just based on looking at the q3map2 source code, I dunno if it actually works)
P.S. "fogclip" and "distancecull" are equivalent to "_farplanedist", but I guess "_farplanedist" is best since it starts with an ...
(This just based on looking at the q3map2 source code, I dunno if it actually works)
P.S. "fogclip" and "distancecull" are equivalent to "_farplanedist", but I guess "_farplanedist" is best since it starts with an ...
- Tue May 15, 2012 10:32 am
- Forum: OpenGL Programming
- Topic: Right Distance For Sphere Entirely in Frustum
- Replies: 11
- Views: 20485
Re: Right Distance For Sphere Entirely in Frustum
(2) is fairly straighforward, the frustum is just 4-6 planes (depends if you count near and far), and you get the distance from a point to a plane by a simple equation which I forget now (something like (p - a) * n where p is a point on the plane, a is the coordinate, * is dotproduct, and n is unit ...
- Thu Apr 26, 2012 11:27 am
- Forum: Engine Programming
- Topic: External Texture Load Speed
- Replies: 22
- Views: 4769
Re: External Texture Load Speed
@chip: game loading time.
Fixing that with a hash table or std::map would be trivial, no?Baker wrote:because it has to look through every entry for every pak file
- Fri Mar 23, 2012 12:53 am
- Forum: QuakeC Programming
- Topic: detecting the players current weapons and removing them?
- Replies: 4
- Views: 2800
Re: detecting the players current weapons and removing them?
Check:
if (self.items & wep)
{
// do something
}
Remove:
self.items = self.items - (self.items & wep)
where 'wep' is IT_SHOTGUN etc...
if (self.items & wep)
{
// do something
}
Remove:
self.items = self.items - (self.items & wep)
where 'wep' is IT_SHOTGUN etc...