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Absolutly didn't say it was a new 3D concept, I said it was a new angle on flash 3D engines!
Agree with you about moving objects since the tree needs to reinsert data that has moved but how does you're engine avoid the same thing? Isn't this like an octree where you've simply assigned the size of the uniform cube area? Although....I can see that the collisions are somewhat inverse compared to usual applications. So each face is pushed to a kind of collision tree (if flagged for collisions)... Is this the key point to the implementation? ( please humour my ignorance )
I assume your talking about angled modular algorythms such as those used heavily with ray tracing, again, I'm not sure how you're implementing this if things aren't uniform but I agree this is faster but a general ray-bound intersection algorythm isn't that much slower tbh albeit slightly more complex to implement. ( again, this is a point based on something I'm not understanding fully (Can I do that? lol.. probably not), not a critisism ).
No I didn't think you were looping 54,000 polys per frame... you're better than that!! I've seen earlier example of what you've been doing for a while ;D
This one I now understand, I had assumed you were building your level in blocks, but now I see you are just dividing it uniformally. 
Good luck with the racing game... However... How many things will we be racing against since you point this out as a major motivation for your engine... I hope there's loads of stuff going on... it'll be cool, can't wait 
Keep going man, I'm really interested in your engine and good luck with it!!!
RipX
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