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About Smee

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  1. Smee

    Cel shading / outline.

    Thanks for the reply. I'm using OpenGL on PC/Windows. Any suggestions would be helpful.
  2. 'lo, folks. I'm looking to add a style to my models where they keep their normal shading (either non-existent or typical shading) but also have a black outline. I've looked at the NeHe code and played with the example, but I'm not happy with the quality of the lines - even with antialiasing. So my question is... can anyone set me in the right direction for drawing a black outline (2-4px wide) on edges which actually looks good? Thanks in advance.
  3. Smee

    Need pointers.

    I understand your 2nd point. Taking into account that maps wouldn't be solid models, there'd really be no need for a static format/loader/drawer, cutting the classes down to 2. I can also see the sense in molding the formats into one, having the less complex formats the same as the more complex formats but without the data they're intended to hold. I suppose the overhead in the files wouldn't be that great. Now... I'm left with further confusion about worlds/maps. Confused mainly about the specific differences between two things which are basically made of the same minerals, but... in different ways? How would you build a non-random map without storing its information in a file? That's my definition of model. I'm not college educated, so exact meanings of terms evade me.
  4. Smee

    Need pointers.

    I'd be interesting in you clarifying how it's already useless, jpetrie. Not quite seeing how a model loader/animat0r/etc is useless in a 3D game... which requires models that can be loaded and animated. The reason for 3 classes is because I didn't want the code to have to detect which format is being used. For example, if I know that the map is just going to be a concrete floor and a brick wall with a hole in it, I just select the class for the static models and then that'll handle it. If I had one class, it'd have to detect whether it's static and it'd have functions and allocated data that's useless to the cause. I guess it's hard to grasp my method without seeing what's being done. @ dmatter: Thanks for filling a few more blanks. ;) I'll continue hunting for articles and such like when I'm not ready to pass out.
  5. Smee

    Need pointers.

    Thanks for the feedback so far. ;) Gave the scenegraph links a read over & they've given me some food for thought. The technique seems to be more relevant to large maps which I don't think I'll be experimenting with any time soon, but I'm sure a time will come in the future. @ jpetrie: I'm yet to write a game, but I believe that what I have done so far is useful. What I have is a seperate header file with 3 classes (one for each file format - static model, animated model & multiple animation model) and the relevant functions to load, draw/animate and rotate their specific model. Can't really say that it could be rendered useless because it's not yet complex enough to become distant to the possible cause. I do however understand that the more stuff becomes piled on top of it, the more useless it could become for whatever I may decide to use it for e.g. making it suitable for FPS and then wanting to make an RPG. @ dmatter: I'd already established that a boolean table would be a hog, but I figured it'd be acceptable given what I intend to do. My current sights are set on an RPG & I know that the maps won't be that large... with the possible exception of one or two. I also have a fear that the code behind collision detection and response may be more intense (at least on the CPU) than is necessary. It stands to reason that a constant calculation of "model pushing down on floor" would be more demanding than one-off calculations after movement - unless the detection/response could also be done strictly after movement? I have read one or two collision detection articles, but I've never picked up anything that seems relevant to detecting when a model has intruded the space of another model, funnily enough. It all seems to rant on about building complex physics engines which come across as overkill - at least for what I'll be needing it for, anyway. Do fill me in. ;)
  6. Ahoy. A few months ago, I completed my "3D engine" which basically sets up lighting, can load and animate models from my own format (converted from MS3D) and handle basic rotation. Since then, I've been stuck in a well of thinking. Where... next? I've identified the next step as some kind of world-model interaction system - or at least a system that makes it possible. Seeing as my mathematical prowess is lacking, I've tried to avoid anything that risks breaking my internal calculator. My current idea is to have a coordinates-esque system, where the player model is known to be loaded at *,*,* - and all movements will be calculated and the coordinates altered accordingly. Before which, the would-be coordinates (where the player is going) would be checked against some kind of boolean table to see whether they're allowed to go there. This covers the issue of them walking through walls/objects, but it seems very -- for want of a better word -- icky. It also leaves out the business of raising/lowering the model when they walk up and down steps. I've no idea what to be looking into for this. Gravity engines? Collision detection? I'm scared. I'm an amazing programmer (if I do say so myself) - I just can't handle math. It literally takes me a minute to work out 5*6. To roughly summarize: - What would I need to research for stopping players walking through other models? - What would I need to research for raising/lowering the model when the ground level changes? - Are there any other potentially useful tutorials or guides that may relate to keeping track of a "world" and the players/NPC's/etc in it? Any and all help will be appreciated.
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