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Obsession Software Ltd. This forum is devoted to the building of a real, tactical first-person shooter - insane people only!

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Re: Engine
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Pierre-Marie Baty
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Default Re: Engine - 21-04-2004

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(I think the brand got another name now ...? darn)



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Re: Engine
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SoUlFaThEr
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Default Re: Engine - 21-04-2004

Atomrofl!!!!!!!!!


  
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Re: Engine
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stefanhendriks
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Default Re: Engine - 21-04-2004

I just eat like i normally do. I have to admit i have written 4 times from scratch. You will get the hang of it and eventually you know it by hearth.


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Re: Engine
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Nova
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Default Re: Engine - 21-04-2004

Quote:
Originally Posted by stefanhendriks
I just eat like i normally do. I have to admit i have written 4 times from scratch. You will get the hang of it and eventually you know it by hearth.
he eats a c++ books for breakfast and SHITS out the code by 5pm
*atomrofl*

no offense stefan


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Re: Engine
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stefanhendriks
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Default Re: Engine - 22-04-2004

so nova my code is shit huh? SO HUH? HUH ? erm.

Okay. Forgive me, i have been teaching kids (aging 4 and 5 years old) whole day again. It has been a loooong day.


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Re: Engine
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birchoff
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Default Re: Engine - 23-04-2004

wouldnt be simpler to take an open engine and mod it to fit your purposes. So if the engine is really good at indoor and does outdoor scences fairly average fix the outdoor capabilities?
  
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Re: Engine
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Pierre-Marie Baty
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Default Re: Engine - 23-04-2004

It's not that simple.

The capabilities of the engine when it comes to rendering a certain type of environment are tightly tied to the way the data is stored and exploited. It's at the base of what makes an engine works.

You can't "fix" a BSP engine to render outdoor environments better, because it'll still be a BSP engine, no matter what you do. You can't change the way it works, else better rewriting a new engine from scratch (with no guarantees to do better than the existing).

Identically you can't "fix" an outdoor engine to render indoor atmospheres nicely with all the shadings, because for the engine there's no difference between an indoor and an outdoor environment. It's all about rendering polygons and putting them in a certain order, and then applying formulas on each of the pixels. The engine doesn't give a sh*t if it's a "room" or a "valley" or a "corridor" or a "mountain". Clean indoor shadings require a BSP engine, and it's not what the outdoor engine is about.



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Re: Engine
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birchoff
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Default Re: Engine - 23-04-2004

I have never worked with game engines before so I am not sure if this would be an efficient enough practice but would it not be possible to tie both kinds of engines together, forgetting about the limitations on the kind of hardware required to do such a thing.
  
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Re: Engine
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Zacker
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Default Re: Engine - 26-04-2004

To some extend it is possible to adjust the bsp engine for outdoor or indoor worlds.

For outdoor worlds you can fx. scale the texture up by 3. That will also affect the subdivide value. Since its on a 2 dimensional plan it reduce the w_poly 9 times. You just have to remember to adjust the maxnodesize too

For indoor rooms you want more quality. There you just scale the tex to 0.5. That results in sharper texture and nicer lighting on the expense of w_poly.
  
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Re: Engine
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@$3.1415rin
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Default Re: Engine - 26-04-2004

are that terms you are talking about engine independant ?! not really, are they ? and on a plane scaling and polys doesnt always have much to do with each other, unless you hav only small textures, right ? the problem is maybe more that monsterplanes dont look nice often

anyway, pierre was talking about the bsp which isnt suitable for outdoor engines, the main benefit here is saving triangles by the structure of the bsp. outdoor engines need some sort of LOD, and merging both is almost impossible I think.



Last edited by @$3.1415rin; 26-04-2004 at 17:06..
  
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