Re: [Algorithms] Bullets on walls
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From: jason w. <jas...@po...> - 2000-07-21 01:46:02
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another stratagy that may work ok as a compramise: if you've already got a lightmap on the world geometry, then do a subtexture update to the texture in question, making some little marks on it. it limits what you can do... I suspect it could be hard to get good blood stain looking things. You'd also possibly get a framerate hit while someone is shooting.. a bad situation. But it does avoid the overhead of rendering seperate geometry. and a final little diatribe on my part: I think in this next generation, games that use world geometry only a little more detailed than the current, and instead use all the rest of the geforce or whatever's few million polygons for interactive effects like this... I think game engines that make that choice will end up way better than games that just dump a huge high poly world object at the T&L. or to put it another way: what's better: a 500 poly character with a shadow cast on the floor, or a 1000 poly char with no shadow. I think shadow wins. |