Shortcomings of base rotation support

Discuss programming topics for the various GPL'd game engine sources.
Spike
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Re: Shortcomings of base rotation support

Post by Spike »

don't forget that hipnotic rotations require precise origins too.
but yeah, plats need to be consistant with interpolation of a player and any stepping interpolation etc.
Baker
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Re: Shortcomings of base rotation support

Post by Baker »

mh wrote:bmodel interpolation actually doesn't work - it really screws with plats. CL_LerpPoint interpolation is better here.
Yeah. :D I reached that conclusion too. I also cheat on my homework a little (peek at DirectQ or RMQ engine source) on things I think you've worked through but only after I work through my own hypothesis first. The main reasons for "after" is ...

a) First, if I can't make my own hypothesis I'm not applying what I've learned about the engine.
b)I don't want to incidentally rule-out ideas I have by looking at an implementation.
c) But if I don't look after, I'm not using available resources to shorten debug/implementation times (like if I see your source and quickly get the idea of some reason X, Y or Z isn't practical or isn't going to work or that you hit a snag that changed your course of action).
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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