RE: [Algorithms] Red Faction
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From: Brian S. <br...@an...> - 2001-01-26 17:05:30
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From what I understand, they have to (via the editor) manually specify areas that can be "geomod-ed" by placing a logical geoModArea box around the geometry they wish to be "geomod-able". This is probably to prevent users from destroying the entire world and/or clipping out of the level. I've not really thought much about it, but this is how I imagine it works: - predetermine what two sectors will be joined (or quickly do so real-time) - do a quick and dirty CSG operation (checking orientation of new faces to see what sector they belong to) - either create a new portal or activate a dormant one (if two holes connect, merge portals & pvs) Now, if a PVS was stored with each portal in a sector, the engine could: - draw current sector - rough + fast cull of all portals (probably need a more complex heuristic) - for each visible portal, draw the PVS list attached to it. - perhaps some complex heirarchial PVS for a recursive cull-portal-draw-pvs system that isn't too costly Just a few ideas. Brian Smith Programmer/Analyst RealPage >> www.realpage.com 4000 International Parkway Carrollton, TX 75007-1913 Ph/Vm: (972) 820-3328 Fax: (972) 820-3320 Em: bri...@re... -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Matthew Davies Sent: Friday, January 26, 2001 9:06 AM To: Algorithms List (E-mail) Subject: [Algorithms] Red Faction Hi, Have any of you seen the new graphics technology coming out of Volition Inc. with the new game Red Faction? I would be interested in hearing any discussions on how they implement something like the Geo-Mod engine. Any comments? Regards, Matt Davies Programmer Acclaim Studios, Cheltenham +44 (0) 1242 533682 ICQ: 78711743 _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list |