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Cody Seibert

Member Since 14 Jun 2009
Offline Last Active Apr 10 2013 02:47 PM

Posts I've Made

In Topic: skyline mapping

20 March 2013 - 08:19 AM

So you mean you split your 3D world into sections (points), and depending on what section you are in, display a different cube map / sphere map?  What would be different in each cube map?  Would buildings appear closer / further depending on what point you are at? Is the player inside a city or on the outskirts of the city?


Half life 2 does a decent job at creating their 3D skybox.  They have a low res and poly count 3D skybox which they render in addition to the original 3D scene which doesn't seem to be a massive issue.  Depending on the distance the player is from the building in the 3D skybox, you could just increase/decrease the resolution of the buildings. I doubt rending a bunch of rectangular prisms (8 vertices, 6 faces) with a low resolution texture can be that graphically intensive when many modern games have player models with thousands of faces to render.

 

I would say that there are already elegant solutions to 3D skyboxs, so read up on a couple engines which use large worlds (maybe other 3D mmo games?).  

 

Note that I am not that educated with 3D, but I am curious to how this would work compared to the typical methods.


In Topic: Trouble understand code: how does insert and delete of SortedList work?

18 March 2013 - 07:29 AM

Here is a quick explanation of insertion.  Try to figure out delete by following the same process in the figure:


 

 

linkedlistinsert.jpg

 

To sum it up, the loop increments curr and sets prev to the last node you were at.  Once we found the optimal insertion location, when x is less than curr, we insert it by rearranging the pointers on each of the list nodes.  We need the new node, lets say Y, to be placed between 5 and 184; therefore, we need to set the next of the Y to curr, and the next of prev to Y.

 

Note that there is one other case which we must check for: if the list is empty (either curr == null or prev == null), we assign head to this new node Y.

Another instance which might be confusing will be when Y needs to be inserted at the end of the list.  Since curr will be null, Y's next is set to null, and the prev is set to Y

Hope this helps!


In Topic: [java] Problem with drawImage

27 May 2010 - 04:59 AM

Alright, I think I fixed it now. Thank you =)

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