BTW, I sent this yesterday afternoon, but there's a hold on messages >40KB and they have to be individually approved by a moderator.
Just thought I'd warn you all in advance. =) -James "Corvidae" Williams ([EMAIL PROTECTED]) Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength) Co-Leader / Coder, Underhive (http://www.underhive.com) > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED]]On Behalf Of James > Williams > Sent: Sunday, December 02, 2001 4:17 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] LOD stuff > > > To get back on track, here's the original email with .cpp file > attached (and > lame topica ads removed). Knock yourselves out. =) > > -James "Corvidae" Williams ([EMAIL PROTECTED]) > Administrator, Wavelength Forums > (http://www.planethalflife.com/wavelength) > Co-Leader / Coder, Underhive (http://www.underhive.com) > > > > -----Original Message----- > > From: Paolo "Nusco" Perrotta [mailto:[EMAIL PROTECTED]] > > Sent: Tuesday, September 18, 2001 6:38 AM > > To: [EMAIL PROTECTED] > > Subject: [HLCoders] LOD and other cool stuff > > > > Some months ago I wrote about three ways to optimize the HL rendering. > > > > - Level Of Detail (LOD): Make multiple models for some of your > > entities, and > > switch the model on the client based on the distance from the player > > (http://www.planethalflife.com/holywars/images/iotd_chaingunlod.jpg). This > is more work for the modeler, but it gives you faster rendering and more > polygons. > > - Field Of View filter: If an entity is outside the player's FOV, > remove it > from the client's rendering pipeline. This works great, and it gives a big > speed boost on slower machines (I'm talking about 30% on my old PII, and > even more when the player is zooming). It might or might not be noticeable > on faster machines. One problem with this is that you can't filter out all > entities - you must flag entities that can be safely removed - > small enough > to give you some confidence about their visibility, etc. > > - Line Of Sight filter: Same as the FOV filter, but it removes > entities that > are not visible because they're hidden by architecture. You must be > reasonably sure that the entity is out of sight before removing it. It > requires some tracing and the same "flagging" of the FOV filter. It works > well enough. > > I tried out all this stuff in the Beta 1 of Holy Wars, and no player ever > noticed anything strange going on - but they did notice the > insane amount of > polys on some weapon models. :) I was planning to release the > source after > Beta 2, but then we got involved in some Valve-related projects and Holy > Wars was put on hold. > > Now I'm playing with the new SDK source, and I merged some of the > Holy Wars > code into it. Since I don't know what I'll do with this and if it > will ever > be released, here's the modified entity.cpp file for you to toy with. The > massive amount of comments might be annoying, but I felt that too much was > better than too little here. Just credit us if you lift > code/ideas from this > file. > Enjoy. > > --- > Paolo "Nusco" Perrotta > Holy Wars Team > http://www.planethalflife.com/holywars > > > An archive exists at: http://www.topica.com/lists/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders