# FiVeTeN

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2. ## skyline mapping

So you mean you split your 3D world into sections (points), and depending on what section you are in, display a different cube map / sphere map?  What would be different in each cube map?  Would buildings appear closer / further depending on what point you are at? Is the player inside a city or on the outskirts of the city? Half life 2 does a decent job at creating their 3D skybox.  They have a low res and poly count 3D skybox which they render in addition to the original 3D scene which doesn't seem to be a massive issue.  Depending on the distance the player is from the building in the 3D skybox, you could just increase/decrease the resolution of the buildings. I doubt rending a bunch of rectangular prisms (8 vertices, 6 faces) with a low resolution texture can be that graphically intensive when many modern games have player models with thousands of faces to render.   I would say that there are already elegant solutions to 3D skyboxs, so read up on a couple engines which use large worlds (maybe other 3D mmo games?).     Note that I am not that educated with 3D, but I am curious to how this would work compared to the typical methods.
3. ## Trouble understand code: how does insert and delete of SortedList work?

Here is a quick explanation of insertion.  Try to figure out delete by following the same process in the figure:       To sum it up, the loop increments curr and sets prev to the last node you were at.  Once we found the optimal insertion location, when x is less than curr, we insert it by rearranging the pointers on each of the list nodes.  We need the new node, lets say Y, to be placed between 5 and 184; therefore, we need to set the next of the Y to curr, and the next of prev to Y.   Note that there is one other case which we must check for: if the list is empty (either curr == null or prev == null), we assign head to this new node Y. Another instance which might be confusing will be when Y needs to be inserted at the end of the list.  Since curr will be null, Y's next is set to null, and the prev is set to Y.  Hope this helps!