Still some bugs coming through; entity alpha appears to be broken again. This is a fairly direct consequence of trying to integrate Nehahra alpha and modern entity alpha in a single engine, and has caused me trouble before. This is the kind of crap that makes an engine fragile, and probably needs to be gutted and rewritten more than anything else at this stage. Time to crack open the debugger.
Occlusion queries are back. I was a little premature in my prior statement that "the hardware that needs them doesn't support them and the hardware that supports them doesn't need them". OK, I was wrong, and a 3 x framerate increase in certain situations proves that. They still need a little fine-tuning as I suspect that I may have made them slightly over-conservative, but on balance that's the side that it's better to err on with occlusion queries.
Been working some on bounding boxes. Not the server-side bounding boxes, but the bounding boxes that are being used for frustum culling and occlusion queries. I've now got proper nice tight bounding boxes around all entities (you wouldn't believe what QBSP does to some brush model bounding boxes), per-frame bounding boxes on MDLs (which also get interpolated!), proper bounding box rotation support on brush models and MDLs, and an r_showbboxes cvar to let you look at them. As far as I'm concerned changes to the server-side bounding boxes are also a gameplay change, so these are untouchable.
Next up is fixing entity alpha, which means more delays on the release, but I think we'll all agree that it's better that it happen this way.
Monday, April 4, 2011
DirectQ Status - 4th April 2011
Posted by
mhquake
at
6:11 PM
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