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DarkBASIC Professional Discussion / Suggestions for mandatory BSP features in Patch 5

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ozak
23
Years of Service
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Joined: 22nd May 2003
Location: Denmark
Posted: 27th May 2003 15:11
Now, I don't know what BSP features are planned in patch 5, but the following features are an absolute must. I worked on a number of platform action titles for Playstation and PC, and we used the following features a lot.

- Access any texture, animating and/or UV scrolling it.
- Get surface/texture properties. This could be as simple as getting the texture name or ID. Used to identify the surface. (Ice = slippery, water = spawn rings in water particles etc.)
- Transparent texture support (Is this in now? Haven't been able to make it work. If it is in, and anyone know how, please tell me
- Detail objects. These are not compiled as part of the BSP, but added to the appropriate BSP leaf for drawing more complex geometry than most BSP compilers allow (Especially solid node compilers). A simple Axis aligned BBox (standard DBPro collision) for these will suffice. They are culled with the BSP leafs, so they don't need to be processed all the time. Maybe being able to insert loaded objects into the BSP and have them auto placed/processed at the proper leafs?

Hope it makes any sense

Best regards

Ozak
Ian T
23
Years of Service
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Joined: 12th Sep 2002
Location: Around
Posted: 27th May 2003 19:34
I don't know if it's really possible to insert objects into a BSP that are processed at the proper leafs...

Other commands sound very good.

--Mouse

Famous Fighting Furball
ozak
23
Years of Service
User Offline
Joined: 22nd May 2003
Location: Denmark
Posted: 27th May 2003 22:13
Actually most commercial BSP based games uses this technique.
Solid node BSP compilers produce very fast geometry, but they don't handle completely arbitrary objects.
That's what the detail objecs are for. And they do get attached to the proper leafs

Regards

Ozak

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