Inside3D!
     

obj based worlds?

 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Engine Programming
View previous topic :: View next topic  
Author Message
ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Mon Nov 16, 2009 3:07 am    Post subject: obj based worlds? Reply with quote

http://www.moddb.com/mods/earths-special-forces/news/map-system-overhaul/#949432

would this be achievable in the quake engine? i think it would be something cool to see.
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Mon Nov 16, 2009 5:48 pm    Post subject: Reply with quote

It should be, but I think from reading it that what we're talking about is something that's more usable for terrain than for Quake dungeons. The lack of any kind of PVS would mean that we'd get horrendous overdraw (VBOs are really just about saving bandwidth, after all), and we now have a hard size limit based on how much video RAM you have (assuming that you want to avoid thrashing). Add in the framebuffer and textures and that hard limit gets smaller.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines
Back to top
View user's profile Send private message Visit poster's website
ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Mon Nov 16, 2009 6:19 pm    Post subject: Reply with quote

even with quake like dungeons wouldnt it help any? maybe even for mods who use more open type maps rather than hallways and corridors?
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Mon Nov 16, 2009 8:34 pm    Post subject: Reply with quote

Quake is windy corridors, where overdraw is a killer.
Just sticking everything in a single object works well only if its all going to be visible anyway.
Quake's BSP format is not ideal, no. But it does cut down on overdraw at the cost of increased CPU usage.
_________________
What's a signature?
Back to top
View user's profile Send private message Visit poster's website
mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Mon Nov 16, 2009 9:00 pm    Post subject: Reply with quote

For terrain 50% - 75% of it is going to be visible almost all the time anyway (at least of that in the view frustum) so overdraw isn't so bad. Likewise if you have a turbo-mental-nutter-ninja-bastard gfx card you'll get away with it. Bottom line in the Real World is that without some kind of PVS determination it's really just an interesting tech demo.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Engine Programming All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group