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Don't forget about the upcoming Episode 2 lighting and shadowing overhaul.
http://en.wikipedia.org/wiki/Source_Engine#Dynamic_lighting_and_shadowing_2
If you can wait for that it will probably be better than anything that can
be done practically
Your just meaning give props a shadow based on the
light source?
There are problems with this let me give you a few:
1) If you gib a prop, the shadow will need to be
updated for every single gib, as it moves in each
frame
2) Picking up a prop will have to have the same effect
applied, but it will
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Hey guys,
I've been thinking of the possibility of improving the shadow rendering in
the Source engine. Currently, it seems all entities in the world cast their
shadows from a single light source
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Vectors hold a position x,y,z or a direction x,y,z. Although they could also
use them to store yaw pitch and roll valve created a seperate class for that
I believe, QAngle.
What they hold depends on where you get the value from.
CBaseEntity::Get
Chris Harris wrote:
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I suggest to get a book dealing with Linear Algebra... Though be warned it
is Calculus 2 and 3 topics so it may be hard or not (depends). Linear
Algebra is the math of vectors and it basically an invaluable tool for doing
3d
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I suggest to get a book dealing with Linear Algebra... Though be warned it
is Calculus 2 and 3 topics so it may be hard or not (depends). Linear
Algebra is the math of vectors and it basically an invaluable tool for doing
3d engine work. Many natu
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In math vectors are used to define "direction". But in c++ theres a class
called Vector which holds 3 points. [0],[1],[2] or .x,.y,.z or
[PITCH],[YAW],[ROLL] All the same exact thing, just 3 different ways of
setting the variables, usually what
Hi,
Could some one explain how Vector Vatriables work? As far as I know they
hold (x, y and z) coordinates?
If I wanted to manually manipulate a Vector Variable in game I need to know
how they work mathimatically? What they hold entirely and how to manipulate
them in a 3D environment.
I assume
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