Author Topic: draw distance ... again!  (Read 5446 times)

Vengeance

  • Veteran
  • *
  • Posts: 1452
    • View Profile
(No subject)
« Reply #15 on: April 08, 2003, 05:41:29 pm »
This forum is called \"Forum Requests\" not \"Feature Requests\".

Using far plane clipping reduces your polygon count but requires you to do other things to not have it be obvious that you have far plane clipping on.  Most of the time people use fog for this.  However in CS, drawing fog is slower than just drawing the polygons.

This is the last time I will explain this.  Feel free to post all you want about it.

Niber

  • Hydlaa Citizen
  • *
  • Posts: 290
    • View Profile
(No subject)
« Reply #16 on: April 09, 2003, 12:19:07 am »
I feel sorry for Venge having to wright that looong post, it\'s usual for gamers to have programmed game-engine and if not that you should have read every singel post in this forum or search before you post every time..


But Planeshift already use clipping plane right? but at a very long distance so it don\'t look weird, cuz some kind of clipping most be you can\'t see unlimited that would bee chaos when the huge world is finally built.

Hope you guys find some way... if not it should be to much of a problem since the new competition between Nvidia and Ati will raise the standar pretty high before this game is realesed.
Put the pot down, no dont take another puff!, put it down. Thank you.

chrischoo

  • Hydlaa Resident
  • *
  • Posts: 151
    • View Profile
(No subject)
« Reply #17 on: April 26, 2003, 10:49:07 am »
Whoa Venge is really peeved about this distancing thing yeah? Anyway let\'s say Planeshift is finished and actually playable in the next 1 year, and assuming that the world hasn\'t tripled in size then, it would appear that all these things to boost performance artificially would be useless anyway because everybody would be pimping 3GHz systems on GeForce FXes.

Vengeance

  • Veteran
  • *
  • Posts: 1452
    • View Profile
(No subject)
« Reply #18 on: April 29, 2003, 09:17:50 am »
I am only peeved because I have answered this question several times in different threads by largely the same people each time and because people who aren\'t programmers simply are not taking the programmers\' word for it when we say we have thought of it, tried it and rejected it.

Bushie

  • Traveller
  • *
  • Posts: 41
    • View Profile
(No subject)
« Reply #19 on: May 04, 2003, 01:28:33 am »
Elimster is too nice...I don\'t trust him! :rolleyes: (j/k)
<--Click me

elminster

  • Hydlaa Resident
  • *
  • Posts: 171
    • View Profile
(No subject)
« Reply #20 on: May 10, 2003, 06:17:40 pm »
Quote
Originally posted by Bushie
Elimster is too nice...I don\'t trust him! :rolleyes: (j/k)

Oh, thank you very much! I really apprecite others opinions.
And I think you decided well, not to trust me - just remember that when we meet in the game :evil:
« Last Edit: May 17, 2003, 11:07:29 pm by elminster »

Rulzern

  • Hydlaa Resident
  • *
  • Posts: 134
    • View Profile
(No subject)
« Reply #21 on: May 15, 2003, 05:47:56 pm »
Umm, does CS force fog off if you don\'t use their method? can\'t you just use OGL\'s fog?

EDIT: Oh, and does PS compile under MinGW in windows? haven\'t tried yet (still getting this system up and running properly)
« Last Edit: May 15, 2003, 05:49:41 pm by Rulzern »
Thanks a lot Venge...

elminster

  • Hydlaa Resident
  • *
  • Posts: 171
    • View Profile
(No subject)
« Reply #22 on: May 16, 2003, 10:23:10 pm »
Fog does NOT do automatic culling. Fog is used in games *only* to hide the place, where the culling takes place - to avoid the sharp pop-out of culling.

PS *should* compile under MinGW, as Crystal Space also compiles under MinGW (I have compiled it myself). So I think PS can be compiled with it.

--
Greetings,
E.

P.S.: Rulzern, it seems you are home at 3D, are you? :) Take a look at this site: http://www.openrt.de
VERY interesting.

Rulzern

  • Hydlaa Resident
  • *
  • Posts: 134
    • View Profile
(No subject)
« Reply #23 on: May 17, 2003, 08:26:40 pm »
The only time raytracing is cool, is when it\'s realtime.

Check out heaven seven for a cool RTRT (Real-Time Ray-Tracing) demo (http://www.pouet.net/prod.php?which=5)

If I get really bored tonight, i\'ll try to implement some speedups on the engine (providing i get it to compile) and put up the binaries.

I was thinking of getting the clipping plane closer, and see if there are some obvious memory suckers and/or gfx hogs.

I probably won\'t manage to do a thing :p
Thanks a lot Venge...

elminster

  • Hydlaa Resident
  • *
  • Posts: 171
    • View Profile
(No subject)
« Reply #24 on: May 17, 2003, 09:00:04 pm »
Quote
Originally posted by Rulzern
The only time raytracing is cool, is when it\'s realtime.

Check out heaven seven for a cool RTRT (Real-Time Ray-Tracing) demo (http://www.pouet.net/prod.php?which=5)

Khm, khm...
You tell me - it was done by Hungarians :]
My fellow mates... - not me though, sadly :rolleyes:
And, what is even more: the exe of heaven7 was compressed with UPX (http://upx.sf.net) - one of the two devs of it is also Hungarian
WOW, am I proud... :]

The great thing is, that OpenRT is a *library*! I can\'t wait to see it done, as well as the hardware for it - I think OpenGL will become obsolete then... immediately.
But anyway, future will tell us the truth ;)

Oh, and don\'t forget to tell me ANYTHING that you accomplish - I\'m courious whether you can do, what the devs couldn\'t so far... ;)

--
Greetings,
E.

Rulzern

  • Hydlaa Resident
  • *
  • Posts: 134
    • View Profile
(No subject)
« Reply #25 on: May 17, 2003, 09:35:59 pm »
Hmm, are there project files for MSVC or Dev-C++?

I downloaded what seems to be linux-specific automated-installation source, and my HD died so i haven\'t installed linux yet. :(
Thanks a lot Venge...

elminster

  • Hydlaa Resident
  • *
  • Posts: 171
    • View Profile
(No subject)
« Reply #26 on: May 17, 2003, 11:00:00 pm »
Download MSYS (Minimalist System) from http://www.mingw.org
It contains ported tools for Windows (bash shell, various other utils), like for Cygwin. From that you can run configure. I also think you need to download Crystal Space, and build that too, but I\'m not sure. I could build it though, but I haven\'t tried to compile PS yet. I think I will try it too, but not tonight :)

Dev-C++ files surely don\'t exist :|
MSVC does for CS, but I don\'t know whether there are any for PS...

Oh, other: there is a new development environment for MinGW: Visual-MinGW
It is in a very early stage, but will be good. I contribute to it, maybe I will have time to be a dev soon. Sadly, only one developer does it now :(
It will soon support multiple release options. Sign up to the mailing list! We are very few :( We need constructive and creative people to support us with ideas.
The site is: http://visual-mingw.sf.net

And sorry for the bit off-topicness :rolleyes:

My email is: oroszib@vpg.sulinet.hu
Contact me, if you need something (concerning PS or anything) :)

--
Greetings,
E.

acraig

  • Administrator
  • Veteran
  • *
  • Posts: 1562
    • View Profile
(No subject)
« Reply #27 on: May 18, 2003, 12:21:39 am »
Quote
Originally posted by Rulzern
Hmm, are there project files for MSVC or Dev-C++?

I downloaded what seems to be linux-specific automated-installation source, and my HD died so i haven\'t installed linux yet. :(


Yes. There are at least 5 ways to build PS. There is the old linux makefile system  ( which is being slowly phased out ). Jam, the current linux build system. MSVC6 and MSVC7 project files.  There should also be a way to build under Mac.

I build using Jam and msvc6 without much problem.  You may need to tweak the MSVC project files slightly to make sure they have the right path names.   These are probably not part of the source package that was released but they are part of the CVS.
----------
Andrew
"For all I know, she's lying, everyone's lying; welcome to the Internet"

Rulzern

  • Hydlaa Resident
  • *
  • Posts: 134
    • View Profile
(No subject)
« Reply #28 on: May 18, 2003, 01:46:46 am »
ok, i can forget the idea of using MSVC, I\'ve lost those CD\'s (prolly either burned or crushed them).

I\'ll try MiniSys.

EDIT: going to bed now, i\'ll be back tomorrow
« Last Edit: May 18, 2003, 02:06:26 am by Rulzern »
Thanks a lot Venge...

Rulzern

  • Hydlaa Resident
  • *
  • Posts: 134
    • View Profile
(No subject)
« Reply #29 on: May 18, 2003, 03:37:39 pm »
Ok, awake and ready to give it another shot, how do i compile it with msys and mingw, the script (build.sh) craps out when looking for jam.

EDIT: the only thing that doesn\'t seem to require jam is Crystal Space itself

EDIT2: Darn, I can\'t find jam for mingw/msys, anybody know where to find it?
« Last Edit: May 18, 2003, 07:06:23 pm by Rulzern »
Thanks a lot Venge...