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Preserved Topic: Poi - optimizing a 3d labyrinth Pages that link to <a href="https://ozoneasylum.com/backlink?for=18425" title="Pages that link to Preserved Topic: Poi - optimizing a 3d labyrinth" rel="nofollow" >Preserved Topic: Poi - optimizing a 3d labyrinth\

 
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InI
Paranoid (IV) Mad Scientist

From: Somewhere over the rainbow
Insane since: Mar 2001

posted posted 11-26-2002 19:33

The poster has demanded we remove all his contributions, less he takes legal action.
We have done so.
Now Tyberius Prime expects him to start complaining that we removed his 'free speech' since this message will replace all of his posts, past and future.
Don't follow his example - seek real life help first.

Rooster
Bipolar (III) Inmate

From: the uterus
Insane since: Nov 2002

posted posted 11-26-2002 21:36

*cough* .......?binary space partitionning tree??

Where might one go to learn more about a, ?binary space partitionning tree?; more from a general, language independent point of view?

Is this just a standard binary tree used to divide coordinates into visible and not-visible groups?

And by,??cue? calculations? are you referring to, ?queue? calculations?

Sorry, I?m just trying to extract the engineering concepts out of your raycasting rant.

I take it you?ve gone to school for this. Perhaps you could recommend a good, general, software engineering book that you?ve read before. After I suck the life out of said book I will be more than happy to discuss raycasting implementations with you.


..
~Existence is a mere pattern.~

InI
Paranoid (IV) Mad Scientist

From: Somewhere over the rainbow
Insane since: Mar 2001

posted posted 11-26-2002 21:48

The poster has demanded we remove all his contributions, less he takes legal action.
We have done so.
Now Tyberius Prime expects him to start complaining that we removed his 'free speech' since this message will replace all of his posts, past and future.
Don't follow his example - seek real life help first.

poi
Paranoid (IV) Inmate

From: France
Insane since: Jun 2002

posted posted 11-28-2002 03:18

InI: what a nice thread

first, I've just "benchmarked" my 3D TOMB 2 raycasting engine, here comes the results:

the test machine was an Athlon XP1800+, Win2k, 512Mb SDram, IE6.0
The slices are 4 pixels wide and 256 pixels high ( that's the maximum visible height ).
The maze was always the same 16x16 grid and mapped with 2 textures of 16x16.
I did 3 turn around in a row with different numbers of slices:

<BLOCKQUOTE><FONT face="Verdana, Arial">code:</font><HR><pre>
slice

InI
Paranoid (IV) Mad Scientist

From: Somewhere over the rainbow
Insane since: Mar 2001

posted posted 11-28-2002 08:26

The poster has demanded we remove all his contributions, less he takes legal action.
We have done so.
Now Tyberius Prime expects him to start complaining that we removed his 'free speech' since this message will replace all of his posts, past and future.
Don't follow his example - seek real life help first.

poi
Paranoid (IV) Inmate

From: France
Insane since: Jun 2002

posted posted 12-02-2002 01:14

I've improved the COLLISION test and texture management and benchmarked 3D TOMB II engine with 8 textures of 16x16.

<BLOCKQUOTE><FONT face="Verdana, Arial">code:</font><HR><pre> slice

Maskkkk
Paranoid (IV) Inmate

From: Willaimsport, PA, US of A the hole in the Ozone
Insane since: Mar 2002

posted posted 12-05-2002 00:49

Dang! That's a nice site, about 2 years ago I would have killed to find a site like that....

Know any sites like that for java?



Maskkkk

- Face the Present

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