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11991 Posts in 1587 Topics- by 3508 Members - Latest Member: PienueDut

26. May 2012, 09:25:25 am
Xith3D CommunityGeneral CategorySupport (Moderator: Marvin Fröhlich)level implementation
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'n ddrylliog
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« Reply #15 on: 24. February 2007, 09:35:52 am »

OH, and by the way, welcome to Xith3D boards, Thomas  Grin

What kind of a game are you writing ?  Roll Eyes
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Tom Rubaj
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« Reply #16 on: 24. February 2007, 11:28:22 am »

Hello : ]

 And sorry for all the newbie questions and remarks. I'm a total amateur - in the good sense, as I like to think about myself. I know a bit about 3D and a bit more about programming in general, but I'm still way behind on the technical vocabulary.

 Promise to check all the terms better before I post next posts, Marvin :|

 Now, once we touched on the trees: is there any way I could access the list of Nodes located in a selected part of space (say, limited by a cube in XYZ space or a rectangular on the XZ plane)?
 This might prove kind of handy when recounting the behavior of gameObjects for some games - in most RPGs or shooters it is enought to check on the objects within some radius from the player and not burden the processor with objects (NPCs etc.) on the other side of the map.
 I just thought it would be nice to use the virtualUniverse's graphics index tree for this purpose rather than create a paralell one... Plus, it would be much easier, memory efficient... and probably has been coded before Smiley

 Say, Id'l like to get a list of all Nodes (of some specific type, say only OBJModels or my own type extending Node) within 10 units radius from the viewport / player location. How can that be easily done?

(probably should have started a new thread for this one *sigh* )

 As for the game I'm writing: I'm thinking about a fantasy RPG. But it's a *distant* perpective; right now I'm just puting the environment, user interface, objects' collections, threads dependancy and the general application's framework together, so there is not much of a gameplay involved so far.
 I try to break such big projects into as small pieces as possible and focus on one at a time. They become less discouraging this way. Plus, it's a leisure activity and no academic or commercial undertaking, so I'm in no hurry.

 Heh, this forum could use a "Greetings section", by the way. I wouldn't feel guilty for posting total offtopics in the Terrain thread : ]
« Last Edit: 24. February 2007, 11:35:04 am by Thomas » Logged

THERE IS NO javax.vecmath.Tuple3f

(I found a spoon, though!)
'n ddrylliog
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« Reply #17 on: 24. February 2007, 12:45:11 pm »

Now, once we touched on the trees: is there any way I could access the list of Nodes located in a selected part of space (say, limited by a cube in XYZ space or a rectangular on the XZ plane)?
 This might prove kind of handy when recounting the behavior of gameObjects for some games - in most RPGs or shooters it is enought to check on the objects within some radius from the player and not burden the processor with objects (NPCs etc.) on the other side of the map.
 I just thought it would be nice to use the virtualUniverse's graphics index tree for this purpose rather than create a paralell one... Plus, it would be much easier, memory efficient... and probably has been coded before Smiley

 Say, Id'l like to get a list of all Nodes (of some specific type, say only OBJModels or my own type extending Node) within 10 units radius from the viewport / player location. How can that be easily done?
Ah, that's always the same problem : graphics and non-graphics objects. So our scenegraph should contain non-graphics objects as well ?
We don't use octrees or what to render a scene, do we, Marvin ?
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Marvin Fröhlich
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« Reply #18 on: 24. February 2007, 01:26:53 pm »

Heh, this forum could use a "Greetings section", by the way. I wouldn't feel guilty for posting total offtopics in the Terrain thread : ]

I will create one.

Marvin
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