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Quadtrees are big - when I do them :) Jack Hoxley (0 replies, 0 views) (2001-Jan-2)
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Adam, the only reason I dont like quadtrees is because I filled up nearly 2gb of space preprocessing one [large] map... And no matter what I tried it was still 100mb+ in size... in theory their excellent; but as I've only tried (and failed) once I decided to ignore them :) and used brute force instead.. Also, I'm writing up a slightly bigger tutorial for my site - intended as a "So you can do all this, but can you make a game of it" ending to my DirectX8 series - and it's using a landscape engine. It looks damn pretty so far (lighting is spot on, detail is nice); but it uses the brute force method.... so, Adam, would you care to explain, briefly, how I'd do a simple test on a quad to see if it was within the projection cone/view frustrum? I could never work it out in Dx7, and haven't figured it out in Dx8 yet :) Any hints? Jack;


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