Control interfaces and Immersion in Games
I have finally gotten around to playing Half Life 2: Episodes One and Two. I am a big fan of the HL series, and I’ve played every HL game and add-on except Blue Shift, and the Episode. This is the first time in several years that I have played a First Person Shooter game on […]
P-152: Virtual World Concept Update 37: Chunked Levels of Detail Using Quad Trees Part 6
I have made some progress with the quad tree. The main issue is still in generating the vertices for the spherical terrain in a way which is compatible with entry into the quad tree. I have made progress with the spherical terrain code and the quad tree code, but they are still not compatible. Ideally, […]
P-152: Virtual World Concept Update 36: Chunked Levels of Detail Using Quad Trees Part 5
I am still working on the quad tree implementation. I have spent a considerable amount of time on working on this, but have not been able to successfully integrate the quad tree with the spherical terrain yet. The spherical terrain algorithm that I have implemented is very complex, and changing the number of vertices used […]
P-160: Metalworking Forge Update 6
Included are some pictures of my third forging session with my Damascus steel knife. It is finally starting to look like a knife. The tip of the blade is mostly done, and I have started narrowing the length of the blade in preparation for filing. I have to narrow the blade further, add the indentations […]
P-152: Virtual World Concept Update 35: Chunked Levels of Detail Using Quad Trees Part 4
I am still working on the integration of the quad tree optimisations with the spherical terrain code. I have uncovered a problem with this implemention. The quad tree requires the data to be a power of 4. Each tier is 4 times more complex than the last, so the first tier has 1 element, the […]
P-160: Metalworking Forge Update 5
I have uploaded some pictures of my second forging session. My knife is already starting to look vaguely knife-shaped, with the tip coming together nicely. I now need to work on the handle, refine the tip, and flatten the blade in preparation for taking an edge. I think the tip of the blade was the […]
P-152: Virtual World Concept Update 34: Chunked Levels of Detail Using Quad Trees Part 3
I have recoded the rendering pipeline for my spherical terrain. Instead of rendering the spherical terrain directly to a vertex buffer (which is very slow) it instead renders it to a data structure that I have created. This data structure is then copied to a vertex buffer for rendering onto the screen. I now need […]
P-152: Virtual World Concept Update 33: Chunked Levels of Detail Using Quad Trees Part 2
I have made some progress with this. I have implemented my quadtree test program into my T3D Spherical Terrain project, and verified that it is working. I am now working to integrate it with the raw vertex data for the Spherical Terrain instance. This is progressing slowly. I first have to modify the existing system […]
