I am using DirectX atm, but will be switching over to OpenGL for portability reasons. On another note, I like muffins, but only when I make them myself. ;)
On Thu, Apr 22, 2010 at 4:02 PM, David Kraeutmann <da...@davidkra.net>wrote: > That's a question like 'What flour are you using? Wheat flour, Rye > flour or muffins?' > > On 4/22/10, Harry Jeffery <harry101jeff...@googlemail.com> wrote: > > Out of curiosity which library are you coding the graphics in? > > DirectX, OpenGL or something like Ogre? > > > > On 22 April 2010 20:07, Ryan Sheffer <darksk...@gmail.com> wrote: > >> Thanks for the link, I am writing my own engine atm and am at the map > >> editor point and reading how the pros do it is always nice. Not using > >> bsp because my game is chunk based with random layouts, but still. > >> Great link since learning about binary space partition trees is always > >> useful. There is another article as well I'll try to find, which was > >> written by some Id guys and other randoms. > >> > >> ~Ryan > >> > >> On Apr 20, 2010, at 4:43 PM, "Adam \"amckern\" McKern" < > amck...@yahoo.com > >> > wrote: > >> > >>> If you want an understanding of the BSP PVS (CSG), i would recommend > >>> that you read 'the master of doom - it has a fair amount of a > >>> chapter discussing how the BSP format was chosen for FPS, and how > >>> PVS works with-in it. > >>> > >>> There is also a MASSIVE discussion of BSP at the VMEX website - > >>> http://www.bagthorpe.org/bob/cofrdrbob/bspformat.html > >>> > >>> -------- > >>> Owner Nigredo Studios http://www.nigredostudios.com > >>> > >>> --- On Wed, 21/4/10, Colm Sloan <colmsl...@gmail.com> wrote: > >>> > >>> From: Colm Sloan <colmsl...@gmail.com> > >>> Subject: [hlcoders] A more detailed picture of the Potentially > >>> Visible Set (PVS) > >>> To: "Discussion of Half-Life Programming" > >>> <hlcoders@list.valvesoftware.com > >>> > > >>> Received: Wednesday, 21 April, 2010, 5:29 AM > >>> > >>> I'm doing some research on virtual visual environments. I believe > >>> that the > >>> PVS contains the estimated set of objects (geometry) that may be > >>> visible to > >>> the player. I was wondering if there was an Actual Visible Set that > >>> contains > >>> only the objects that the player really can see. If there isn't, > >>> would it be > >>> difficult to create such a set? Hopefully, I wouldn't have to do any > >>> ray-tracing or anything. Also, is there a short way of getting the > >>> number of > >>> objects visible on the screen? I think I've seen this before in some > >>> area > >>> portal tutorial where the guy had objects shown as wire meshes. > >>> > >>> Thanks > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list > >>> archives, please visit: > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>> > >>> > >>> > >>> > >>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list > >>> archives, please visit: > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>> > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ~Ryan ( skidz ) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders