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Re: realbasic-games Digest, Vol 14, Issue 26

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: realbasic-games Digest, Vol 14, Issue 26
From: Chris Dillman <chrisd at plaidworld dot com>
Date: Mon, 23 May 2005 01:29:19 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <20050520170103 dot 5DD4598D0FA at lists dot realsoftware dot com> <002401c55da5$ac2a5690$6400a8c0 at xp> <p06200704beb6f9c45037 at [192 dot 168 dot 0 dot 104]> <04C879BE-B563-41E5-9774-EB27819B26FA at freaksw dot com>
On May 22, 2005, at 8:09 PM, Chris Dillman wrote:

I have RB code that parses the meshwork file format if you're interested.

In C or C++?

Maybe we'll get BSP support in there Chris. ;^)

HA
you just want quake levels ;)


Actually I do need a more fine grained culling system.
maybe oct trees of some better fine grained sphere tree based for static objects.

What I mean is the current sphere tree is good for a lot of general purpose culling.

But I know people are going to want to do things like layout a whole race track
in a modeler like C4D and simple import that whole giant object and have it work.

But really I need a culling system that can break that big static object down into chunks.



--
Email: chrisd at plaidworld dot com
iChat / AIM: crackbunny at mac dot com

Buy Art : http://www.starbounce.com
Play Games: Plaid World Studios http://www.plaidworld.com
Day job: Software Engineer for http://www.riskwise.com, Part of LexisNexis

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