Please have a look at my engine
http://www.planethalflife.com/borderline/members/basiror/bas3d.zip
-supports texturing
-sky box
-mipmapping
-quake style steering code
planed:
-lightmaps
-collision detection once i have found out the porting issue from lefthanded to righthanded coordinate system
- bsp or octree for visibility calculation
what do you think?
Hello,
I have a project that is about just as far along as you are, but I do not yet have bsp loading in mine. Here are some standard stats from running your demo:
FPS: ~17 windowed, ~21 fullscreen
CPU: PIII 1Ghz
RAM: 256MB
Video Card: TNT2 Pro
Definitely get some culling algorithm(s) in there. I imagine it''ll help your performance quite a bit. Lighting would be nice, too Keep up the good work!
Happy Coding,
Mandesean
I have a project that is about just as far along as you are, but I do not yet have bsp loading in mine. Here are some standard stats from running your demo:
FPS: ~17 windowed, ~21 fullscreen
CPU: PIII 1Ghz
RAM: 256MB
Video Card: TNT2 Pro
Definitely get some culling algorithm(s) in there. I imagine it''ll help your performance quite a bit. Lighting would be nice, too Keep up the good work!
Happy Coding,
Mandesean
thx
the problem is that i have to port the mesh from worldcraft to ogl coordinate system
that means
switch y and z coordinates and then negate the z component
thats damn confusing but i hope i figure it out sooner or later
btw thats not bsp yet as you can see i render complete brushes
didn t advance my compiler to perform CSG
[edited by - Basiror on November 7, 2002 12:07:48 PM]
the problem is that i have to port the mesh from worldcraft to ogl coordinate system
that means
switch y and z coordinates and then negate the z component
thats damn confusing but i hope i figure it out sooner or later
btw thats not bsp yet as you can see i render complete brushes
didn t advance my compiler to perform CSG
[edited by - Basiror on November 7, 2002 12:07:48 PM]
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