I just tested it out and I don't see any looping (even when a run and jump into mid-air).
- Viewing Profile: Posts: Josh Vega
About Me
Just someone who loves to write games more than playing them...
Community Stats
- Group Crossbones+
- Active Posts 57
- Profile Views 2,253
- Member Title Crossbones+
- Age 16 years old
- Birthday October 20, 1996
-
Gender
Male
-
Location
USA, Earth, Solar System, Milky Way Galaxy, Universe
-
Interests
Chess, Physics, Go-Kart Racing, Cycling, and Computer Programming.
User Tools
Latest Visitors
Posts I've Made
In Topic: Jumping problem in Animator controller in unity3d
03 May 2013 - 09:32 AM
In Topic: Jedi Academy and Jedi Outcast now open source
09 April 2013 - 10:25 AM
No, I don't think anyone has managed to get a id Tech engine up to OpenGL 3.X yet.
Although, I believe the renderergl2 sub-project in ioq3 uses is an alternative renderer that uses OpenGL 2 rather than 1.
In Topic: Jedi Academy and Jedi Outcast now open source
09 April 2013 - 09:04 AM
Yeah, apparently I'm the only one who has commited to the jedi-academy repo so far. I know ioq3 was talking about cleaning up the code (switch to CMake and remove Xbox-specific code), and then backporting ioq3 and iodoom code.
Yes, I believe id Tech 3 uses OpenGL 1.2 and id Tech 4 uses 1.5 since they were both released before OpenGL 2 was released (although sadly, Doom 3 was released just a month before OpenGL 2.0 was announced
).
In Topic: Infinite terrain rendering
08 April 2013 - 11:24 AM
How to Generate new chunks? I know something about Fractal,but it seems to be unreal.
Well, there are two ways to go about doing this. If the terrain is editable, you will have to go about it like Minecraft:
- Generate new chunks as the player moves (using a seed).
- Then, save each chunk to the HDD.
- When the player returns, just load the chunk save file.
If the terrain is static, you can do real-time infinite terrain:
- Generate new terrain as the player moves (using a seed).
- Degenerate old chunks as the player moves away.
- When the player returns, just regenerate the terrain using the same seed as previously.
Even if there are non-terrain items that the player can use or something, you can just save them to a save file without saving the terrain.
An important concept with detailed infinite terrain is Tessellation. Also, knowing proper memory management is also important since you will be adding and removing a lot of terrain data (and other data in general) to/from RAM almost constantly.
There are many ways to go about doing this. Fractal and Simplex are probably the two most popular. You just need to make sure you use the same seed (keyword) and algorithm for each and every chunk, otherwise you'll get some weird issues where chunks won't line up properly.
In Topic: Not sure what it is that I'm doing wrong with templates in this case
08 April 2013 - 08:06 AM
On a side-note, why do you have "Crossbones+" next to your username?
It's for people who are contributing to the site (through articles):
Screen Shot 2013-04-08 at 7.40.43 AM.png
I was going to add more to this thread but most of what I would've said has already been said.
Sadly though, I have yet to find the time to write my first article... ![]()
- Home
- » Viewing Profile: Posts: Josh Vega

Find content