[TuxKart-devel] track building
Status: Alpha
Brought to you by:
sjbaker
From: Joel D. <jo...@ya...> - 2004-09-28 20:22:24
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Hello.. I saw the gotm mention of tuxkart (a little late, I guess) and wanted to try and contribute. I'm a programmer but I want to get a little more practice doing level design and level building so I was thinking of trying to build a "halloween" themed track (before halloween). I had some questions, first a political one: Is there any objections to using non-free software to create content as long as the content is given to the tuxkart project? There aren't any legal issues, but people might have concerns about the open-source purity of the project, and I'd respect that. All of the links and tutorials mention only open source tools. (I'll contibute any exporters I write in the process). If people have a problem with the use of proprietary tools, I'll find another way to contribute. Next, some technical questions: - How does the engine handle visibility? Should I break the track into chunks that the engine can cull, or will it do that when it loads? How big should each chunk be for the engine to be happy? - instancing? - does the ac3d format support per-vertex color (aka prelight?) - texture budget? And is the 256 res. limit still in effect now that no one uses voodoo cards? - how does the engine decide what to use for collision? can we mark geometry to not-collide? what about collision-only geometry? should I just use regular geometry with a 100% transparent map? I'm sure I'll have more questions once I start modeling, and I can always dig through the code to answer them, but I thought I'd ask the experts, and introduce myself. Thanks! Joel |