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- > > write before that the characters should be handled as transparent
- > > walls?? If thats the case, wouldn=B4t BM slow down alot when there is
- > > alot of characters on the screen?? Since the sprites/characters is
- > > faked 3d is it not possible to use the blitter for them??
- >
- > We can't put simple sprites into BM - otherwise we will end up with objects poking
- > through walls and sectors. We need to integrate the 'things' as wall shards, or
- > something very similar in order to avoid having to Z-buffer all of the graphics.
- >
- > If we did use a Z-buffer, the program would instantly halve in speed. We want to
- > avoid this. Simple sorting won't cut it either. We need adaptive column clipping
- > with occlusion checks - something the walls do very efficiently already. The advantage
- > is we don't draw sprites (or parts of sprites) we can't actually see, unless they
- > are covered by another sprite - but we can't do much about that.
- >
- > Wall shards are the fastest and most elegant way of implementing objects into
- > the BM engine. The main reason is to avoid seruiously complicated sorting problems
- > between walls and objects. It's a much more serious problem than it first appears.
-
- This sounds like a job for the big guys. I can't realy understand that you are able to put
- Bad Mood togheter at all in the first place! All this sound like hokus pkus to me.
-
- > > Well anyway, BM will surely be the best example for others to
- > > follow...
- >
- > I think things will go well, but we are all suffering from lack of free time.
- > Otherwise, we would have finished it last month! :)
-
- Sounds good to me &8-D
-
- Do I dare to ask one more question?
- When will it be ready? :-)
- Maybe I have missed BM 3.0? :-))
-
- What about we pay you too drop Apex and finish Bad Mood? We could get the money through
- selling Bad Mood t-shirts and stickers at NAS'96.
-
- //Magnus Kollberg
-
-