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Re: expanding 3D FPS article

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: expanding 3D FPS article
From: Joe Raffanti <joeraffanti at accessbee dot com>
Date: Mon, 22 Nov 2004 10:09:33 -0800
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <a06100500bdc1cf578351 at [66 dot 81 dot 33 dot 215]> <a05300b01bdc26258c074 at [10 dot 10 dot 13 dot 6]> <a06100500bdc44d5826fc at [66 dot 81 dot 43 dot 21]> <a05300b04bdc7a7ad653a at [10 dot 10 dot 13 dot 6]>
The article you're talking about didn't show how to use a navigation mesh at all; it only mentioned it in passing, as an alternative to the model-based approach used there. So I'm still unclear about what you're doing here. But to some degree, this is a matter of semantics; you could consider a triangle mesh to be a crude navigation mesh, I suppose.

Oh, I see; the triangle mesh is just a simpler, less useful version of the convex polygon mesh, and has more limitations because of its uniform shape?

The current Renegades code uses a mesh of convex polygons; this can be considerably more efficient for some (pretty typical) kinds of levels. But the math is almost the same in either case.

Is the code for Renegades currently open source? If so, where might I find it?

thanks,
Joe Raffanti
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