its just that's what today's video cards understand so that's what it gets transformed into. The cube structure isn't really defined by verts or triangles. This actually does seem more similar to the Sauerbraten structure, in that the voxels are the world, though not sure as to the exact format, as the article didn't go into enough detail. The main point I was making was that anything using an octree structure is more similar to Sauerbraten then something using BSP. Yeah, I know you do, but the post I replied to didn't seem to. the thing is sauerbraten doesn't use the octree to divide the geometry (like everybody else does), but instead the octree IS the geometry. I know what an octree is, in fact i wrote an octree "compiler" just a few weeks ago. > it's not really dependent on what those partitions are. >An octree is just a way of storing hierarchical partitions of space, The filesize does actually have a good deal to do with how well the octree structure compresses, many of the limitations you mention are in fact a result of the octree structure, rather then filesize optimizations. An octree is just a way of storing hierarchical partitions of space, it's not really dependent on what those partitions are. The most little angle value is Pi/24, textures are fixed, etc. The little filsize of sauerbraten\\\\\\\\\\\\\\\'s map is due to a simple geometry. So is this sparse voxel octree that carmack talks about essentially similar to the octree saurbraten?īoth seem to offer far better filesizes per geometry amount than traditional mesh storing.Īn octree in sauer is composed by vertexes making triangles, with textures.Ī voxel is a volumetric pixel, with his own color. Thus, if the leader-score is blue, you're winning. Seriously, I think the best approach is mentioned above: your-score | leader-score, with leader-score teamcoloured. This thread is for discussion of Sauerbraten coding issues / implementation ideas etc.
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