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Thanks for the comments.
bit64:
yeah, there are a few bugs near the edge of the map. I am re-writing the part that chooses the part of the map to draw (as well as just about everything else :) ) The collision detection is just pretty poor, and the user is just a point on the ground. The camera is then shifted around 1.5m higher then that. This means that you can sometimes walk under the edge of the castle (which may be above the land), and sometimes the colision detection just buggers up.
fluffy:
With a textured sphere, depending on where you look, you must draw different levels of triangles. I wanted to try having a fixed number of triangles.
shrike:
sorry about the controls. It is just what I use for all the fps i play, and didn't think about other keyboards... As for the ace format, I was going to use that or rar, because of the better (i think) compression. I'll put up a link to a decompressor (www.winace.com)...
Sebastian Sylvan:
Thats a good idea, and I am trying to put it in now. Do you know of any problems (for a noise/grass map) of using a texture map (with alpha) and vertex alpha, with an alpha test, to vary the level of grass over the landscape (depending on things such as height)? My banshee doesn't like a few things (like single pass multi-texturing... doh!)
krogoth
The files .skb in the sky transparency directory are just a 256*256 map of the cloud intensity (much like the texture is). I find where the sun is on this map, have a look at the density at this point, and adjust the flare alpha accordingly.
The points on the screen are a 4*10 grid, and the texture coordinates of each of these points are gained by casting a ray towards the sky, and from the intersection point tu and tv are calculated.
morgar
I might release the source later, but not till I tidy some things (and totally change others)
again, sorry about the ace. you can download a decompressor from www.winace.com
As nobody else has mentioned it, I assume other peoples input works alright. On mine, the input is no good at higher frame rates... I guess it is just some wierd configuration on my computer.
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