Jump to content
  • Advertisement

danqua

Member
  • Content Count

    7
  • Joined

  • Last visited

Community Reputation

111 Neutral

About danqua

  • Rank
    Newbie

Personal Information

  • Interests
    Education
    Programming
  1. Another approach could be that you generate the N+1 screen in advance when you reach the N screen with your camera ( + threshhold) and put it right next to the currently drawn screen. Just as @Prototype mentioned, you could store the world information of a screen inside a hash table, this way you could determine an absolute camera offset (index) corresponding to an entry inside the table. In your update loop you could check if the N+1 screen is already stored, otherwise generate a new one. If the player moves back just use the previous screen (n-1). | 0 | 1 | .. | camera position (N) | N+1
  2. Oh, sorry. I didn't want to be rude. No, just like I said there are still 20% which tackle the problem. @Zakwayda you've made some good points mentioning the error. I didn't had that in mind. I stumbled upon this reddit post as well, but it was very early in my developing stages. @fastcall22 thanks for the explanation. I will get more into the math regarding the links you've posted. Actually linear algebra isn't the problem but 3Blue1Brown is still a pretty good youtube channel. Watched all of his DL videos [/offtopic]
  3. Of course hash map is the answer to almost every problem : ) I will keep that in mind when I got the plane to vertex thing right. @KKTHXBYE 80% of your code doesn't really relate to my problem. I don't have any problems parsing the map file. My Problem is to get my mind wrapped around the plane to vertex vertices conversion. Just like I mentioned in my post (have a look at the animation). But I will get a closer look at your code when you actually //Test each face against another face then find intersection To be clear, I would like to have a more mathematically/algorithmically explanation to fully understand the problem instead of just let you guys write the code for me
  4. Hi everyone, currently I'm pretty desperate in figuring out how to translate planes from map files (quake/half-life) into (indexed) triangles. Most of the information about map files I got from Valve Developer Community [1]. I'm also aware of Stefan Hajnoczi's documentation [2], but it is not well written enough for me to understand. I have freshen up my linear algebra knowledge about planes from Points, lines, and planes [3] and Wikipedia [4] and I got a pretty good understanding about how to transform three points into a plane, to get Ax + By + Cz + D = 0 where (A B C) is the vector normal of the plane and D is the distance from the origin. I also know how to calculate the intersection of two / three planes. I used a similar code like Stefan to achieve this. The thing with Stefan's code is, that I am trying to achieve a different approach not by using linked lists (that's what he's using). I want to solve this problem in my coding convention and fully understand the mathematical problem in order to implement it correctly (and be able to modify/optimize it). I thought of a similar procedure as it says on Valve's documentation (see figure [5]). What am I missing in order to build the cube? What are the single steps to achieve this? I think I only need a little poke to get me in the right direction. Any further sources are greatly appreciated. I looked up source code from e.g. Trenchbroom and other projects on github, but I just want a simple solution to get more into detail like texture mapping etc. Best regards, Daniel References [1] https://developer.valvesoftware.com/wiki/Valve_Map_Format [2] https://github.com/stefanha/map-files [3] http://paulbourke.net/geometry/pointlineplane/ [4] https://en.wikipedia.org/wiki/Plane_(geometry) [5] https://developer.valvesoftware.com/w/images/0/0d/Brush_planes.gif
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!