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Member Since 26 Feb 2004
Offline Last Active Dec 28 2015 01:24 AM

Posts I've Made

In Topic: Best approach to update game screen

09 December 2015 - 07:45 AM

I wouldn't include resource files inside the EXE like that. What you most likely want is a resource file like Doom's WAD files. You can find more info about WADs here: http://doom.wikia.com/wiki/WAD 


Note that the WAD format is just an example file format, but it's a good example since it's easy to understand and implement. There's more advanced formats out there that include file compression and whatnot. 

In Topic: why did they decide to point Z up in quake?

13 February 2011 - 03:28 AM

do u know which is up in valve source games?
im still messing with quake3 levels
cause i dun kno how to render edges vs vertices

HL2 uses a standard righthanded coordinate system if I remember correctly. +X right, +Y forward and +Z up. Best to double check this in the SDK though.

In Topic: why did they decide to point Z up in quake?

13 February 2011 - 03:20 AM

It's not weird, it's just a convention. Z being up is a result of Quake 3 using a righthanded coordinate system. If I remember correctly the Q3 coordinate system has +X pointing forward, +Y pointing left and + Z pointing up. Though that could very well be Q2 and Q3 is using +X right, +Y forward and +Z up. It's been too long since I've worked with either code bases :)


Realised that this could be misleading people a bit. It's not because the coordinate system is righthanded that Z points up, but because of how the X and Y axes are laid out that forces Z to point up in a right handed coordinate system.

In Topic: OpenGL Memory Overwrite

15 October 2010 - 10:45 PM

Add a data breakpoint to img->height, that way you can see exactly where that memory gets overwritten. Can't tell you how to do it since you didn't specify which IDE you're using :) And if I had to guess I'd say you have to make sure your data array is large enough to hold your image data.

In Topic: Efficient 3d character animation

22 August 2010 - 11:18 PM

Vertex interpolation is going to be faster than using bones. If you want it faster you can always offload the interpolation to a vertex shader (ie pass the frame position and next frame position as vertex attributes).
The only problem might be memory consumption as it adds up fairly quickly as your models get more complex, you add more animations or you add more frames to your animations. You can always keep them compressed in memory and decompress in a vertex shader, but at that point it's probably better to switch to bones.