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filippo333 wrote:Sure some extra coding will be required but it is possible to do.

To further decrease 3D rendering, a mechanism was developed to section off large regions of the map that are currently not visible to the player, and to not render those unseen spaces. A 3D rendering engine without any such optimizations would draw every part of the world and then attempt to determine which polygons are the closest; then hide all the other polygons behind the closest polygons (a technique known as Z-buffering); just because a polygon is not visible does not mean it is not part of the scene calculations. With this Quake 3D engine optimization, if the player could not see into a nearby region, the 3D engine could be told ahead of time to not include any of the objects in that space in the rendering calculations, greatly reducing the rendering load on the CPU.



Morphed wrote:i was trying to do something like that but our community said that i need to make 19 different versions for different playermodels * each weapon or get lost and dont do it at all
Parp wrote:I personnaly don't think vehicules are needed in nexuiz
I greatly appreciate the game as it is, the new svn weapons are very nice too
after that i'm no coder and i'm greatful already for what's done
vehicules are indeed for large open maps, i can't see how it'll help me capture a flag on facing worlds for example, plus well, nexuiz is already very fast
the only use would be for frecking large maps of the capturing points mode
sorry for useless comment
Taiyo.uk wrote:Morphed wrote:i was trying to do something like that but our community said that i need to make 19 different versions for different playermodels * each weapon or get lost and dont do it at all
Would it be possible to anchor the weapon models to the hand models to avoid having to do each combination?
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