[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: What to do.
On Thu, 17 Feb 2000, Steve Baker wrote:
>Other games will require the terrain to be split up into convex
>sub-regions for collision detection, yet others (like FlightGear)
>need terrain modelled in lat/long coordinates. Some others might
>require a BSP tree - or a set of Portal definitions - or Anti-portals.
A solution would be to have the modeller load export filters dynamically
and make it real easy to create them. I made a brutally simple height-map
editor just to test out some OpenGL stuff, and made it easy to create
export-filters. I have filters for simple triangles, normalized triangles
and so on, and sooner or later I learn enough about textures in order to
also export some kind of texture coordinates.
Or something.... :-)
---------------------+------------------------------------------------------
Jan 'Chakie' Ekholm | CS at Åbo Akademi University, Turku, Finland
Linux Inside | I'm the blue screen of death, no-one hears you scream