home *** CD-ROM | disk | FTP | other *** search
-
- On Fri, 5 Jul 1996, Neil Jones-Rodway wrote:
- > There is another way of working out when to look up or down - you could
- > centre the horizon at a point somewhere in front of the player. This
- > means you'd look up while approaching the stairs and start to level off
- > when you reach the top....
- >
- > No pre-processing or special WAD entries needed! Voila!
-
- Oh dear.. replying to my own posts... but here it goes anyway:
-
- I was thinking about this over the weekend, and there are one or two flaws
- with the idea... its not quite as simple as I first thought! (as if
- anything ever is!)
-
- Problem 1:
-
- If the point 10 meters away lies behind a wall, it will be in a different
- room, which could be higher or lower than the current room. This would
- screw things up a little :) So you'd have to bring the sample point closer
- to the player if a wall is in the way...
-
- Problem 2:
-
- If you only sample 1 point, then the view could jump up and down horribly.
- Imagine turning in a room, and scanning past a staircase. The view would
- jump up when going past the staircase and back down again afterwards.
- Urgh! Also, things such as pedestals would cause a problem - your view
- would jump up when you move towards it... Double Urgh!
-
- The best way around this is to sample a whole bunch of points in front of
- the player, and average the results. I guess it won't make a huge CPU
- burden as it only has to be done once per frame....
-
- Let me know what you think....
-
- Neil.
-
- ------------------------------------------------------------------------------
- Neil Jones-Rodway RWTH-Aachen
- E-Mail: nj1@ukc.ac.uk
- Web Pages: http://www-users.informatik.rwth-aachen.de/~neil/
-
-
-
-
-
-
-
-
-