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Member Since 13 Jul 2003
Offline Last Active Oct 22 2016 11:08 AM

Posts I've Made

In Topic: Running into some octree problem

13 October 2016 - 08:00 AM

Empty nodes in the tree are to be expected, don't subdivide the structure for empty nodes and it shouldn't be an issue.


If your levels are that predictable though you might be using a more complicated structure than you actually need though.

In Topic: (2D) Handling large number of game objects, no quadtree

10 September 2016 - 12:31 PM

A grid is a tried and true very simple method. Whatever sized your world is, split it into evenly spaced grid cells and then based on where the viewer is in the world, it's super trivial to calculate the min and max bounding extents of the grid to isolate the small subset of objects that are relevant to where the camera is looking.

In Topic: 2d Projectile Collisions with Cover

05 November 2015 - 05:07 PM

I would just give the projectiles a random fake height when spawned and the cover objects and whatever else a value for their max height and allow them to go through when they exceed that. It's simple and it will work consistently for all objects in the scene. The height variation can always be in the 0-player height range. 

In Topic: quake md3-help with animation.cfg

22 August 2015 - 01:53 PM

Are you sure the body parts are actually synchronized? That wouldn't be surprising if they weren't synchronized

In Topic: Crashes When Character Walks

12 August 2014 - 04:47 PM

What's the value of gPlayer.CurrentFrame when it crashes? Go over the values of all your variables in the debugger when it bombs and you should get a hint.