> Very pretty, the lighting (both static and dynamic) is
exceptionally good.
> Are you using Max?
Indeedy, although the best effect comes from the fact I
split the lightmap
into 2, do some imaging lingo 'maths', and apply both
layers, the first as
multiply the second additive.
It doesn't quite double the lighjting range, but only
because I found the
additive layer looked better when it was scaled up to go
from black->white,
but from black->mid grey (figuratively speaking), since
white
overbrightening is well, just white-out.
I really do need to get round to not storing the whole damn
map in text
format though - build times would come down so drastically
if I just applied
changes to the darned pre-built W3D instead.
> Collisions felt nice and solid here, but I know MUR
> against irregular surfaces is a pain-in-the-a**. It
becomes a constant
> balance between optimization versus handling exceptions
to the general
> collision model.
Yeah I know :s
I'm going to have a stab at re-writing it again from scratch
to implement a
few more generic changes that should remove the need to have
lots of
specific conditions. It's not been toooooo bad so far, but
it's rapidly
approaching critical mass, so a clean start might be what I
need using the
concepts I have, but streamlined a bit.
I fear though my goal of a generic collision routine are not
likely to
happen though - everything requires it's own conditions.
What is particularly annoying is that the collision is
generally stable in
this demo, but when I load in the world map sample you can
fall through the
world in all kinds of obviously wrong places. I do think
this is as a result
of ending up flat with a plane and walking along it's face
(so
mathematically it 'jiggles' and you end up on the wrong
side).
Hence my need to factor in all collision surface normals and
poke you away
from all of 'em, not just the last one encountered this
frame.
> BTW, the framerate was terrible on my baseline machine
(Amiga 500), all I
> got was a blue screen. You need to fix that.
That's because it's only meant for the Atari ST. This could
also well
explain the bad footstep sounds, which are designed to run
on inbuilt midi
support.
We did have to give up on Atari 2600 support sadly, but
Nintendo are at
least interested in a Virtual Boy port - ironically cut down
to 2D for
technical reasons.
> Recently lost a huge 3D project because the client
wasn't happy with
> his last shockwave experience.
That's sad to hear. In what way was he not happy?
He thought SW stuff looked poor, couldn't do what he wanted,
or the company
he worked with simply sucked?
> It's a bad idea to show your first preview in
"ultra-high mode" and to get
> 4-5 FPS on many
> machines.
> You'll lose a bunch of visitors (and potential
customers).
Indeed - to promote my work I should set everything up to
run in 'dog's
dinner' mode.
What planet are you from? I've only posted this demo
privately to two
(essentially) closed lists (mostly) full of professionals as
a work in
progress.
The demo is up on a temp URL so if we detect any external
linking, we shift,
because it's not a public demo (and that's without even
taking into account
the assets in it that I can't use publically).
I figured it was a safe rule to assume that anyone on these
lists would have
the intelligence to understand the context I posted the demo
in.
And we all know what they say about the exception that
proves the rule...
Anyway, enough of the cheap digs (and you really do make it
too easy), I've
had my fun so I'll concentrate on proper responses from now
on for those
that merit it.
Barry
gerbil theburrow.co.uk
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