Make a model of a crate for the explode_box, and you're half way there.
Change its QuakeC to spawn splinters and stop the chain-reaction explosions and you're done.
Search found 133 matches
- Mon Oct 11, 2010 1:24 am
- Forum: QuakeC Programming
- Topic: Breakable boxes like in HL1
- Replies: 11
- Views: 1972
- Sat Oct 09, 2010 11:47 am
- Forum: Engine Programming
- Topic: Keeping up morale?
- Replies: 19
- Views: 2872
One thing I find funny: you might have a goal that is absolutely the one thing that you've gotta have. And then you do it. And 3 days later ... it is now something else ... Hehehe, exactly the same here. Sometimes you need to stop for a moment, look in the rear vision mirror and give yourself a big...
- Wed Oct 06, 2010 10:10 am
- Forum: Mapping
- Topic: Generating Mip Maps
- Replies: 7
- Views: 2690
- Wed Oct 06, 2010 9:58 am
- Forum: QuakeC Programming
- Topic: Random Functions that People Might Find Useful!!!
- Replies: 7
- Views: 1530
- Tue Oct 05, 2010 1:41 am
- Forum: Mapping
- Topic: Generating Mip Maps
- Replies: 7
- Views: 2690
- Tue Oct 05, 2010 1:34 am
- Forum: OpenGL Programming
- Topic: OpenGL Mistakes - GL_RGB
- Replies: 12
- Views: 7198
Even worse to waste precious cycles converting from an unaligned format to an aligned one, isn't it? Why do you assume a conversion? I don't know anything about how 3D hardware works under the hood, but it seems possible that RGB data could be used directly from texture memory, or the conversion co...
- Mon Oct 04, 2010 11:13 am
- Forum: OpenGL Programming
- Topic: OpenGL Mistakes - GL_RGB
- Replies: 12
- Views: 7198
- Fri Oct 01, 2010 1:49 pm
- Forum: Engine Programming
- Topic: Point Crosshair at Wall, get texture name?
- Replies: 15
- Views: 3440
- Thu Sep 30, 2010 1:32 pm
- Forum: Engine Programming
- Topic: Engine X 4.62 Beta
- Replies: 45
- Views: 10592
Surely though software Quake already has cases (MDLs and sprites for example) where drawn objects are split off from the BSP and done separately? I'm not seeing how these surfaces would be much different, especially given that they can't be part of the world to begin with (as qbsp won't handle adjo...
- Tue Sep 28, 2010 9:18 am
- Forum: Engine Programming
- Topic: Inner Mysteries of Quake: key_dest, console
- Replies: 10
- Views: 1826
- Fri Sep 17, 2010 8:40 am
- Forum: Programming Tutorials
- Topic: "Big Maps" FitzQuakeprotocol: [90/10 Non-Tutorial]
- Replies: 21
- Views: 10579
- Fri Sep 10, 2010 3:54 am
- Forum: Engine Programming
- Topic: Idea - Throttling the Server
- Replies: 17
- Views: 3946
I think you could do the same thing with simpler code by using a variable which marks the point in time when to run the physics. For example: if (sv_hosttime >= sv_physicstime) { double step = 1.0 / sv_serverthrottle; double time = sv_hosttime - sv_physicstime + step; SV_Physics(time); sv_physicstim...
- Wed Sep 01, 2010 11:56 am
- Forum: General Discussion
- Topic: Use the math, Luke
- Replies: 4
- Views: 1398